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The American Civil War

A Campaign Game for the Fire & Fury Miniatures Wargame

Modified and Edited by James Boyle


Date: 07/07/15
V3.2

Changes are highlighted in Yellow.


Fire & Fury Miniature Campaign v3.2

Table of Contents
Chapter 1: Introduction ....................................................................................................................... 4
1.1 The Roles of the Players .......................................................................................................... 4
1.2 The Strategic Map ...................................................................................................................... 4
Chapter 2: Setting up the 1861 Campaign Game ..................................................................... 6
Chapter 3: Strategic Sequence of Play .......................................................................................... 7
Chapter 4: Preparation ........................................................................................................................ 8
4.1 Supply ............................................................................................................................................. 8
4.1.1 Supply Sources.................................................................................................................... 8
4.1.2 How to Trace a Supply Line ............................................................................................ 8
4.1.3 Effects of Being Out of Supply ...................................................................................... 8
4.2 Confederate Support from the Border States ................................................................. 9
4.2.1 Border States Support Table.......................................................................................... 9
4.3 Foreign Intervention................................................................................................................ 10
Chapter 5: Movement......................................................................................................................... 11
5.1 First Game Turn Restrictions ............................................................................................... 12
5.1.1 Additional First Turn Restrictions ............................................................................... 12
5.1.2 Kentucky Neutrality ......................................................................................................... 12
5.2 The Potomac River Restriction ............................................................................................ 12
5.3 Entrenchment ............................................................................................................................ 12
5.4 Cavalry Jump Move ................................................................................................................. 13
5.5 Union River Jump Move ......................................................................................................... 13
5.6 Union Sea Movement .............................................................................................................. 13
5.7 Union Naval Invasions ............................................................................................................ 14
5.7.1 Port Garrison Units ........................................................................................................ 14
5.7.2 Fortress Monroe ................................................................................................................ 15
5.7.3 Containment ....................................................................................................................... 15
5.8 Crack Infantry ............................................................................................................................ 16
5.9 Union Rail Movement Bonus ................................................................................................ 16
5.10 Confederate Naval Movement ........................................................................................... 16
Chapter 6: Combat .............................................................................................................................. 18

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6.1 The Armies .................................................................................................................................. 18


6.2 The Battlefield............................................................................................................................ 20
6.3 Special Events ........................................................................................................................... 20
6.4 Battlefield Setup ....................................................................................................................... 23
6.4.1 Attacking Across a River ................................................................................................ 23
6.4.2 Building a Pontoon Bridge ............................................................................................. 24
6.5 Starting Time ............................................................................................................................. 25
6.6 Reinforcements ......................................................................................................................... 26
6.7 Heavy Casualties ...................................................................................................................... 27
6.8 Ending the Battle ...................................................................................................................... 27
6.9 Multi-Day Battles ...................................................................................................................... 27
6.9.1 Battles that Extend Beyond Two Days ..................................................................... 28
6.10 Retreating from Battle ......................................................................................................... 28
6.10.1 Naval Evacuations ......................................................................................................... 29
6.11 Desertion ................................................................................................................................... 30
Chapter 7: Promotion ......................................................................................................................... 31
7.1 Combat Experience .................................................................................................................. 31
7.2 Confederate Replacement Training ................................................................................... 31
Chapter 8: Recruiting ......................................................................................................................... 32
8.1 Maximum Army Size ............................................................................................................... 32
8.1.1 Confederate Troops Capture Washington D.C. ..................................................... 33
8.2 Union Army Drafts ................................................................................................................... 33
8.2.1 The Draft Riots of 1863 .................................................................................................. 33
8.3 Increasing Union Forces ........................................................................................................ 33
8.4 Foreign Troops and Navy ...................................................................................................... 34
Chapter 9: Capturing and Controlling Boxes ............................................................................. 35
Chapter 10: Game Length and Victory Conditions.................................................................. 36
10.1 Game Length ........................................................................................................................... 36
10.2 Victory Conditions .................................................................................................................. 36
Chapter 11: Miscellaneous Rules ................................................................................................... 37
11.1 Fortifications ............................................................................................................................ 37

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11.2 Captured Troops, Artillery, & Leaders ........................................................................... 38


Chapter 12: Rules Clarifications for Fire and Fury .................................................................. 39

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Chapter 1: Introduction

These rules are based on Frank Chadwicks A House Divided, Alan Emrichs v3.1 A House
Divided, modifications for Volley and Bayonet by Greg Novak, and modifications for Fire
and Fury by Michael J. Reider. Additionally, the rule for Pontoon Bridge construction was
written by ishades, and was posted on the Fire & Fury Yahoo Group. Finally, the Heavy
Casualties mechanism was borrowed from Regimental Fire and Fury by Rich Hasenauer.
Elements from each version have been brought together in order to develop an enjoyable
and playable campaign game that can be reliably played over a reasonable period of time.

The smallest strategic unit that is moved is a division. Each division will normally consist of
three brigades of infantry, or two brigades of cavalry, along with attached artillery. The total
number of divisions that a country is able to recruit is determined by the Maximum Army
Size for that particular country. Any battles that occur on the strategic map will be decided
on a miniature battlefield using the Fire & Fury rules. The strategic game is played using the
board game A House Divided.

1.1 The Roles of the Players

The players are arranged into two sides. One side plays as the Union, the other for the
Confederacy. Each group votes on who should be the President of their respective side. The
remaining players act as Generals for their respective side.

It is the Presidents duty to determine the policy of how his country is going to conduct the
war. They do this by distributing marches and recruiting points to their Generals,
determining enemy ports to blockade, or if they want to conduct naval invasions. Generally
speaking, it is the Presidents job to deal with the administrative details of the strategic
game. Additionally, the President has the authority to reassign or replace a General to
another location or body of troops.

It is the job of the Generals to carry out the actual movement of the troops and the conduct
of the war. The Generals should also provide input to the President to help him decide
where to place recruits or distribute marches or naval invasions, etc.

It is important to point out that the President is never in charge of any troops or moving
troops on the strategic board.

1.2 The Strategic Map

The strategic map depicts an area of North America, from the Atlantic Ocean on the East to
Missouri, Arkansas, and Louisiana on the West. On the map are a number of boxes, each
representing a city, town, or important military location during the war. These boxes are
connected by important Transportation Lines: rivers (blue), road (tan), or railroad (brown).

Divisions on the map are placed in the boxes to define their positions. They move from box
to box along transportation lines during play.

Every box has a name and a color that defines its default political loyalty (blue for Union,
gray for Confederate, and tan for Neutral or Border State territory).

Some boxes also contain information relating to combat, such as entrenchments


(Washington, Richmond, Ft. Monroe, and Vicksburg) and rivers (found along the edges of

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that box divisions moving into battle through the side of the box with a blue line are said
to be attacking across the river).

And some boxes also contain information relating to movement, such as ports (anchor
symbols), or Recruitment (the Recruitment Values are shown in red and blue shields for the
Confederate and Union sides, respectively).

Features on the map other than these are purely decorative and have no game function.

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Chapter 2: Setting up the 1861 Campaign Game

1) Place the wooden Game Turn marker in the 07 (July) 1861 space on the Game Turn
Track at the southwest corner of the board.

2) Place a Union Control marker in the 34 box, and a Confederate Control marker in the 29
box, of the track in the southeast corner of the board.

3) The Union player has 24 Militia Infantry divisions. Set aside 12 of them; they enter play
later through Union Army Drafts.

4) Both players place their lone 1-value Militia Cavalry division in the Recruitment Pool an
area to one side that is clearly visible and accessible to both players at all times.

5) Both players then take all of their remaining Militia Infantry divisions and place them on
the board as listed below. Only Militia Infantry divisions setup on the board in this scenario!
Both players Veteran and Crack divisions are set aside and enter play through Promotions.

Union Setup (12 Militia Infantry divisions):

Two in:
Washington (DC)
One each in:
Philadelphia (Pennsylvania)
New York (New York)
Harpers Ferry (Virginia)
Pittsburgh (Pennsylvania)
Columbus (Ohio)
Cincinnati (Ohio)
Indianapolis (Indiana)
Bloomington (Illinois)
Cairo (Illinois)
St. Louis (Missouri)

Confederate Setup (8 Militia Infantry divisions):

One each in:


Manassas Junction (Virginia)
Fredericksburg (Virginia)
Front Royal (Virginia)
Charleston (South Carolina)
Mobile (Alabama)
Nashville (Tennessee)
Memphis (Tennessee)
Springfield (Missouri)

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Chapter 3: Strategic Sequence of Play

The strategic game is divided into a series of turns representing one month of time from
March through October and two months of time from November through February.

Each Game Turn is divided into two Player Turns. The Union has the first Player Turn,
followed by the Confederate Player Turn. After both players have completed their respective
Player Turns, the Game Turn marker is advanced one box along the Turn Track at the outer
edge of the game board and the next Game Turn begins. Victory is checked at the end of
the last Game Turn, 06 (June) 1865 the 40th Game Turn.

Each Player Turn consists of the following five Segments, conducted in this exact order:

1. Preparation
2. Movement
3. Combat
4. Promotion/Reorganization
5. Recruiting

All actions in one Segment must be finished before the next Segment begins. For example,
the Union player cannot move any of his divisions after he has begun battle movement
must be completed before combat.

In the event that the strategic game is being played via email, each side will be given
advance notice of the number of marches and recruitment points they receive for that
Player Turn as well as a deadline by when those orders should be received. If orders are not
received by the deadline, those marches and recruitment points assigned to that player are
forfeit.

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Chapter 4: Preparation

4.1 Supply

When Supply is Traced: At the beginning of each Turn, each General must determine
which of his divisions are in or out of supply.

Which Units Need Supply: A division that is alone in a box is automatically in supply. If
two or more divisions are in a box, they must trace a Supply Line.

4.1.1 Supply Sources

Divisions that are in Aligned Recruitment Cities (i.e., ones containing a shield of
their own color) are in supply if they can trace a Supply Line to any other friendly-
owned Aligned Recruitment City.

Divisions that are not in an Aligned Recruitment City are in supply if they can trace a
Supply Line to any friendly-owned Aligned Recruitment City box that can, itself, trace
a Supply Line to any other friendly-owned Aligned Recruitment City.

4.1.2 How to Trace a Supply Line

A Supply Line may be of any length; it is traced from the divisions needing supply,
through consecutive, connected friendly-controlled boxes, to a source within the
rules listed below:

Normal Supply: It may be freely traced through friendly-controlled boxes along


rails and/or rivers.

Road Supply: It may also be traced through boxes along roads, but only if the
boxes on both ends of each length of the road transportation line being traced
through are either: A) friendly-owned and of that sides color (i.e., within the original
territory of that side); or B) occupied by at least one friendly division (having forces
in captured territory providing logistical support).

Sea Supply: Union and Foreign Intervention Units in port boxes, or that are able to
trace a Supply Line to a friendly port box, are automatically in supply by sea (even if
the Foreign Navy is 'off,'). Exception: The Union may not trace supply to either
Yorktown or Norfolk if the Confederates control Fort Monroe.

4.1.3 Effects of Being Out of Supply

If a box with two or more friendly divisions is out of supply (i.e., cannot trace a
Supply Line) at the beginning of that Player Turn, a full strength division of the
players choice must be flipped over to half strength. If there are no full strength
divisions available, then a half strength division of the players choice is removed
from play.

Brigade Effectiveness: If a division started the turn out of supply and is involved in
battle, each brigade of that division starts the battle with an effectiveness level of
worn.

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Low on Ammo: If a division started the turn out of supply and is involved in battle,
if one of its brigades or batteries receives a low on ammo marker, that marker
cannot be removed for the duration of the battle.

Recruitment: A General may not recruit in a city that is out of supply.

Promotion: Supply does not affect Promotions.

4.2 Confederate Support from the Border States

The Confederate player checks for Border State Support at the beginning of each
Confederate Player Turn in which the Confederates control every Recruitment City in either
Missouri (St. Joseph, Springfield, and St. Louis), Kentucky (Bowling Green and Louisville),
or Maryland (Baltimore).

Procedure: Roll a die for each of the above controlled Border States on the Border States
Support Table; use every Support Value modifier that applies.

Result: If the die roll is greater than that States modified Support Value, it moves
politically closer to the Confederacy with this sole game effect: That States Confederate
Militia Infantry division is added to the Recruitment Pool and functions thus:
It remains in play for the rest of the game.
It functions exactly like the other Confederate Militia Infantry divisions.
It can be recruited in any friendly Confederate Recruitment City, not just those in its
own State.

That States boxes do not change color nor are there any other effects.

No further border State Support checks are made for this State. This event can only occur
once per Border State per game.

If the die roll is less than or equal to that States modified Support Value, it remains
uncommitted and can be rolled for again on qualifying future turns.

4.2.1 Border States Support Table

Roll for each Border State if every Recruitment City in it is Confederate controlled. If
the result is greater than that States modified Support Value, add its Militia Infantry
division to the Recruitment Pool.

Support Value Border State


4 Maryland
3 Kentucky
2 Missouri

Support Value Modifiers:


Pro Confederate:
-1 if the Confederate Maximum Army Size is within 5 of the Union Maximum
Army Size.
-1 if it is 1861.
-2 if Washington is Confederate controlled.
Pro Union:

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+1 if it is 1864 or 1865
+1 if the Union Maximum Army Size is 10 or more greater than the
Confederate Maximum Army Size.
+1 if Richmond is Union controlled.

4.3 Foreign Intervention

Triggering Foreign Intervention: Foreign Intervention is triggered by the South only if all
of the following conditions exist at the beginning of any Confederate Player Turn:
1. The Confederate Army Maximum Size is within 3 of the Union Army Maximum Size.
2. The Confederates control at least one Union Recruitment City with a Recruitment
Value of 2 or more, plus Washington DC.
3. Either no Confederate Recruitment City (i.e., one with a red shield in it) with a
Recruitment Value of 2 or more is Union controlled, or for each one that is, another
Union Recruitment City with a value of 2 or more is Confederate controlled.

Effects of Foreign Intervention: if Foreign Intervention is triggered, it has the following


effects:
The Confederate player may also perform Sea Movement, just like the Union. The
Confederate player may not perform River Jump Moves, use the Potomac River, or
conduct Naval Invasions.
The Confederate player receives the four Foreign Intervention Units. They are placed
in Europe and are immediately available for use in the Confederate Players
Movement Segment.

Foreign Intervention Units: Foreign Intervention Units function under the following rules:
They do not count against the Confederate Army Maximum Size.
They must be brought over to the United States from Europe by using Confederate
Sea Movement (at the usual rate of one March per division).
They cannot receive Promotions nor can they be Reinforced. A Foreign Intervention
Unit remains in play until it is completely wiped out during battle or voluntarily
disbanded.
Once in a CS port, the President will then determine which general commands a
particular FIU.
o FIUs do not need to be kept together, but may be spread out as the President
sees fit.
o FIUs can be attached to Confederate Corps or Armies or may be operated
independently.
o FIUs can be organized into FIU Corps in three different ways:
One big FIU Corps (all four FIU organized together)
Two FIU Corps (each with two FIUs)
One FIU Corps (with three FIUs) and one FIU operating independently
(either alone or attached to a Confederate Corps/Army)
o FIU Corps may be attached to a Confederate Army, but no Confederate
divisions may be attached to a FIU Corps.
o FIU Corps follow the same rules as a normal Corps (including the bonus
artillery).
Foreign cavalry function as regular cavalry, and fire using the Union scale when
dismounted.
Foreign artillery fires as Union Artillery.

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Chapter 5: Movement

Stacking: There is no limit to the number of friendly divisions that may be placed into one
box.

Procedure: In order to move, the player rolls one six-sided die and consults the March
Allotment Table. The number rolled is cross-indexed with the current Game Year, and the
number of Marches for that side is located. If a natural six (6) is rolled for the Union, the
Union President has the option of executing a Naval Invasion. If a natural six (6) is rolled for
the Confederacy, the Confederate President has the option of using a Confederate Naval
Resource Commitment.

March Allotment Table (Union/Confederate)

Die Roll 1861 1862 1863 1864 1865


1 2/2 2/3 2/3 3/3 3/2
2 2/3 2/3 3/4 3/3 4/3
3 2/3 3/4 3/4 4/4 4/3
4 3/4 3/4 4/5 4/4 5/4
5 3/4 4/5 4/5 5/5 5/4
6 4/5 4/5 5/6 5/5 6/5

(This table attempts to represent the problems the Union faced at the beginning of the war
with poor and/or politically appointed commanders, while towards the end of the war the
Confederacy had to deal with a deteriorating transportation system.)

The Judge will advise each President how many marches they receive for that turn. Each
President will then distribute the marches to his Generals as he sees fit.

One March allows a general to activate a box containing friendly divisions. When a box is
activated by a March, any or all divisions in that box may move to other boxes connected by
transportation lines. Those divisions that remain have the option of entrenching. Divisions
may move to separate boxes as part of that March provided they started that March
together in the same box.

Instead of activating a box, a general may use one March to recover one reduced division.
To do so, the general will select one half strength division (red side) and spend one March
to flip the marker over to full strength (white side). This counts as one March to a divisions
two March limit.

March Distances: The distance a division may move during a single March depends on the
unit type and the Transportation Line it moves along.

Infantry may move one box along a road or unfriendly railroad, or two boxes along
a river, or three boxes along friendly railroad. An Infantry division may not move
along two different types of transportation line as part of the same march.

Cavalry may move two boxes along a road and/or railroad (friendly or unfriendly),
or river. A Cavalry division may combine movement along roads and railroads, but a
Cavalry division may not combine movement along rivers with movement along any
other type of transportation line.

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Division March Limit: The moving player may distribute his Marches as he sees fit; but no
division may participate in more than two Marches in a single turn.

Enemy Units: A division may move into a box containing enemy units, but it must stop
there. This causes a battle in that players ensuing Combat segment.

Movement Table
Unit Terrain Movement
Regular Division Road 1 Box
Unfriendly Railroad 1 Box
River 2 Boxes
Confederate Division Friendly Railroad 2 Box
Union Inf & Cav Division Friendly Railroad 3 Boxes
Cavalry Division Road, Railroad, or River 2 Boxes

5.1 First Game Turn Restrictions

Both sides were very disorganized when the Civil war began. Because of this, neither player
rolls the die for Movement on the first Game Turn.

Each side automatically receives two Marches on the first Game Turn.

5.1.1 Additional First Turn Restrictions

To further represent both sides initial problems, the following additional limitations
are in effect on the first Game Turn only:
A division moves only one box per March along a river, instead of two.
No division may enter Kentucky (any tan box).
The Union may not perform any Sea Movement.

5.1.2 Kentucky Neutrality

Union divisions may not enter Kentucky until the Union 01/02 (Jan/Feb) 1862
Player Turn.
The Union is immediately free of this restriction if a Confederate division enters
(or passes through) any box in Kentucky during 1861.

5.2 The Potomac River Restriction

Due to the strong presence of the Union Navy, Confederate divisions may not move along
the Potomac River (the river connecting Fredericksburg and Washington D.C.). Only the
Union player may move along this route.

5.3 Entrenchment

Instead of moving, divisions may use their March activation to entrench at their location.

March Cost for Entrenchment: It costs one March to entrench any or all friendly divisions
in a Recruitment City (any box with a number in it, whether blue or red). Divisions must
spend two marches to entrench in any other box.
Divisions may not entrench in a box containing an enemy.

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The same March may be used to move some divisions out of a box, and entrench
those that are remaining.

Entrenchment Markers: to show that divisions are entrenched, place an Entrenchment


marker on top of them.
Divisions moving into a box containing friendly entrenched divisions do not
automatically become entrenched. Place these divisions above the Entrenchment
marker in that box.
If a division moves, its entrenchment status is lost.

Permanent Entrenchment Locations: Any division that begins a Player Turn in one of the
following cities is automatically considered entrenched:
Washington (DC)
Richmond (Virginia)
Ft. Monroe (Virginia)
Vicksburg (Mississippi)
These locations are indicated on the map as Permanent Entrenchments.

5.4 Cavalry Jump Move

A Cavalry division, making a two-box March, may move through a box containing an enemy
unit within the limitations and restrictions listed below. This is called a Jump Move.
A Cavalry division may only make one jump move during its owners Movement
Segment.
It may not end a jump move in a box containing enemy divisions.
It may not Jump Move through a box containing enemy Cavalry. Cavalry screen the
box theyre in and prevent enemy Cavalry Jump Moves through it.
It may not make this special Cavalry Jump Move when moving by river.

5.5 Union River Jump Move

Any Union division (including Cavalry) may make this special Jump Move only when moving
down a river. The downstream direction is indicated by the pale blue arrows inside the
river.
The Confederacy may not make river Jump Moves.
The North may not make a river Jump Move when moving up river.
River Jump Moves have the same restrictions as cavalry jump moves except that
divisions may move through a box containing an enemy cavalry.

5.6 Union Sea Movement

The North, due to its naval superiority throughout the war, may move divisions via Sea
Movement between Port Boxes. Port Boxes are those marked with an anchor symbol in
them.

Important: Each division moved by sea counts as one March. Example: Three divisions
conducting Sea Movement count as three Marches, even if they all started in the same port
box.

Procedure: To conduct Sea Movement, that division must have started the Union
Movement Segment in a Union Controlled Port Box. It may move by sea directly to any
other Port box currently controlled by the Union.

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A division that conducts Sea Movement may not conduct any other movement that
Movement segment, but it may entrench if in a Recruitment City by using a second
March.

5.7 Union Naval Invasions

If a natural six (6) is rolled when determining Union Marches, the Union President has the
option of conducting a Naval Invasion Movement for that turn. The President does not have
to conduct an invasion, but if he chooses not to do so, he loses the opportunity for that
turn.

Procedure: Naval Invasion Movement is conducted like Sea Movement (in particular, each
division moved counts as one March), except that the Union divisions being moved must
have started the Union Movement Segment in Washington (D.C.). Divisions conducting
Naval Invasion Movement may move to any Confederate-controlled port.
Divisions making Sea Invasions may not conduct further movement.
Divisions making Sea Invasions may invade separate Port boxes.

5.7.1 Port Garrison Units

To reflect the presence of coastal defense artillery and other harbor defenses, each
Confederate port that is also a Recruitment City receives one division based on the
citys recruitment value. If it is a value of one (1), the Port Garrison Unit consists of
two Green 8-stand infantry brigades and two batteries. If it is a value of two (2), the
Port Garrison Unit consists of two Veteran 8-stand infantry brigades and two
batteries.

If the port is not a Recruitment City, the Confederate player will roll one six-sided die
to determine if militia divisions were able to be mustered to defend the Port Box. If a
1-3 is rolled, the Port Box contains a Green Port Garrison Unit. If a 4-6 is rolled, the
Port Box is empty and the Union units are able to freely capture the box.
A Port Garrison Unit is only employed when that port city is defending itself
against a Union Naval Invasion.
If a port is defended by a normal Confederate division, that port receives its
Port Garrison Unit in addition to the other division.
The intrinsic Port Garrison Unit is never destroyed. If the Confederates regain
control of a captured port box, the full strength Port Garrison Unit again
becomes available.
Confederate controlled Union (blue box) ports, including Baltimore, never
receive Port Garrison Units.

Movement: A Port Garrison Unit may never move or retreat; it always stays in its
city and fights to the death, even if other Confederate divisions retreat.

Battles: A Port Garrison Unit functions thus in battles:


It is always at full strength at the start of a battle.
It is always considered entrenched. Other Confederate divisions in that port
city have to entrench there normally by expending a March.
A Battle initiated against a Port Garrison Unit can be reinforced.
Any Union divisions attempting a Naval Invasion must destroy the intrinsic
Port Garrison Unit, in addition to dealing with any other enemy units that are

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present defending that invaded Confederate port, in order to win the battle
there.
During a miniature battle, elements of a Port Garrison Unit function and abide
by the same rules as every other brigade or battery in the battle.
Recovery: A Port Garrison Unit automatically recovers all losses after a battle for
free while that port is controlled by the Confederates.

Promotions: A Port Garrison Unit cannot receive a Promotion.

The Union player receives no Promotion for defeating only a Port Garrison Unit in
battle. He does receive a Promotion if the battle also involved fighting regular
Confederate divisions.

5.7.2 Fortress Monroe

If the Confederates control Fort Monroe, then the Union player may not conduct
Naval Invasions against either Yorktown or Norfolk.

The Union player may, of course, conduct a Naval Invasion of Fort Monroe itself.

5.7.3 Containment

Instead of attempting to recapture a Confederate port box under Union control, the
Confederates may attempt to contain the Union divisions there. Confederates do not
receive Port Garrison Units in this situation.

Procedure: Confederate divisions may move into any Confederate Port Box
(including Fortress Monroe and Pensacola) that is currently under Union control and
instead of fighting a battle there, may designate that they are merely containing
those enemy divisions.

Coexistence: Although stacked together, neither side is obligated to fight a battle.


Initiating a containment battle is strictly voluntary and must be announced by the
commanding General during the Combat phase.

Union Movement: Before Union divisions may move along a transportation line out
of a port box they are being contained, they must first remove the Confederate
divisions that are containing them in battle. They may move out of the Port Box by
Sea Movement without penalty.

Entrenchment: Both sides in a containment situation may entrench in that port


box. Each side must spend the appropriate number of Marches to entrench its own
divisions.

If one side attacks the other in a containment situation, they become unentrenched
and must retrench normally on a later turn.

Retreating: Divisions that lose a containment battle must retreat normally, thus
automatically ending the containment situation.

Supply: Both sides may trace a line of supply out of a containment situation, but not
into or through such a box to other units.

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Control: The Union controls the contained port box (re: Army Maximum Size,
Confederate Recruitment, etc.)

5.8 Crack Infantry

Crack Infantry divisions move like Cavalry divisions that is, up to two boxes by road or
railroad (friendly or unfriendly), and may combine road and rail movement in the same
March.

Unlike Cavalry divisions though, Crack Infantry divisions cannot make (or block) a Cavalry
Jump Move.

5.9 Union Rail Movement Bonus

Union divisions (Infantry and Cavalry) may move three boxes per March if entirely along
friendly rail lines.

5.10 Confederate Naval Movement

If, during the Confederate Movement Segment, the Confederate player rolls a six (6) for
Marches that turn, he may commit one of his three Naval Resources.
It costs the Confederate player four (4) Marches to commit a Naval Resource.

To indicate Confederate commitment of that Naval Resource, place a Confederate Control


(Flag) marker in the corresponding box on the Confederate Naval display.

Effects: As long as a Confederate marker is next to a Naval Resource, its corresponding


special rule remains in effect:

Ocean Raiders: One is added to the Confederate Army Maximum size.


Riverine Ironclads: The Union player is prohibited from making River Jump Moves.
Coastal Ironclads: All Confederate Coastal Defense values are increased by one. This also
means that a Confederate port which is not a Recruitment City is considered to
automatically have a Green Port Garrison Unit, Cities with a value of one (1) have a Veteran
Port Garrison Unit, and Cities with a value of two (2) have a Crack Port Garrison Unit.
Foreign Navy: This Box functions differently than the above-listed domestic Confederate
Navy boxes. When Foreign Intervention is triggered, place a Confederate Flag marker in this
Box to remind players that its effect is on and that the Confederate player may conduct
Sea Movement just like the Union Player. He may not perform River Jump Moves, use the
Potomac River, or conduct Naval Invasions.

Union Naval Response: During any Union Movement Segment, the USA player may
counter a Confederate Naval Resource. This is indicated by flipping the Confederate Flag
marker in any one CSA Naval Resource box (including the Foreign Navy boxy) over to its
Union Flag side.
It costs the Union two Marches to counter a Confederate Naval Resource.

Effect: A Union Flag marker in a Confederate Naval Resource box indicates that the
associated special rule is no longer in effect.

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In the three Domestic Confederate Naval Resource boxes (Ocean Raiders, Riverine
Ironclads, and Coastal Ironclads), a Union flag marker indicates also that the Confederate
player may no longer employ that Naval Resource. That is, the Confederate commitment of
each of their three domestic Naval Resources is a once-per-game event.

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Chapter 6: Combat

If, at the end of players Movement Segment, a box contains divisions from both sides, a
battle must be fought (exception: see Cavalry Withdrawal before Combat). The player who
moved into the box (i.e., whose Player Turn it is) is called the attacker, while the other
player is the defender.
Battles take place one at a time, in any order the attacker chooses.
One battle must be completely finished before the next battle begins.

Defender Options: In situations where the defender wants to retreat, but is forced to fight
a battle, the defender may choose one of three options:
1. The defender may choose to have the Judge determine casualties with dice. The
Judge will determine how many casualties each side inflicts upon the other. Each
defending stand is worth fire point, while each attacking stand is worth 1 fire
point. The Judge will then roll for each infantry brigade on a side, using the Fire and
Fury Musketry and Cannonade Table. The Judge will keep a running total of
casualties. He will then repeat the process for the other side. The casualties for each
side will be randomly distributed amongst the brigades involved. For every 10
casualties, one half-battery casualty will be incurred. The artillery casualties will be
determined by random die roll.
2. The defender may choose to fight a miniature battle, but will be unable to voluntarily
retreat a unit off the board until his 12:00 PM Movement Phase. This time does not
change, regardless of what time the attacker rolls to initiate the battle.
3. The defender may choose to fight the battle using the rules found in Alan Emrichs A
House Divided: Special Living Edition Basic and Advanced Game Rules v. 3.1.

Cavalry Withdrawal before Combat

If the defending player has only Cavalry divisions in a box when the attacker designates it
for a battle, those Cavalry divisions may withdraw before the Battle is conducted.
Cavalry withdrawal before combat does not count as losing a battle.

Procedure: Cavalry may withdraw to any adjacent box except enemy-controlled


Recruitment Cities, boxes containing enemy divisions, or boxes from which enemy divisions
entered the battle.

Exception: Cavalry divisions may not withdraw if all of the attacking divisions are also
Cavalry divisions. This pins the defending Cavalry unit(s) in place long enough to start a
battle.

6.1 The Armies

The commander of each side must organize his troops for the miniature battle. Each division
consists of a fixed number of brigades and artillery, but they may be further organized into
corps.

Divisions

A full sized infantry division (white number) is comprised of three 8-stand brigades, two
batteries, and one commander. A cavalry division is comprised of two 8-stand brigades, one
horse battery, and one commander.

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A half sized infantry division (red number) is comprised of two 6-stand brigades, one
battery, and one commander. A half sized cavalry division is comprised of one 8-stand
brigade, and one commander.

Corps

A corps is a group of divisions under one command structure, usually two to four divisions.
Each corps receives one commander. Additionally, the corps receives an artillery reserve
that is comprised of one battery for every two divisions attached to it. Corps may not be
organized until the Jan/Feb, 1862 turn, and may never be formed west of the Mississippi
River.

Cavalry Corps

If more than one cavalry division is present, they may be organized into a corps.
Otherwise, they remain independent and remain under the command of the army
commander.

Armies

An army is the overall command structure of subordinate troops at a battle, and is


comprised of either independent divisions or corps. There is one commander to represent
the overall army command. Furthermore, for armies that are composed of two or more
corps, the artillery reserve receives one additional battery for each corps in the army (this is
in addition to the reserve artillery that the corps receive).

Independent Corps

There may be a situation in which there are enough divisions to create one corps but
not enough for two. In this case, the corps commander is the overall commander for
that battle, and an army is not formed. An army that is made up of four or less
divisions is organized as an independent corps.

Artillery Reserve

Artillery reserve that is received as part of a corps or army organization is used to replenish
losses during the course of a battle or to bolster and fortify weakened portions of the line.

Union artillery reserve is all grouped together in a central location that is under the
command of the army commander. Confederate artillery reserve is dispersed between the
corps and each is under the command of the respective corps commander.

An artillery reserve battery may be attached to a subordinate command if both that


subordinate commander and the battery in question are within the command radius of the
army or corps commander, respectively, at the start of that players maneuver phase. The
loss of attached reserve artillery does not count towards morale rolls at the end of a battle.

Exceptional Commanders

Once the player has determined the organization of his army, he must roll to determine if
his commanders are exceptional or not. This roll is made for each brigade, division, corps,
and army commander.

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Procedure: The player will roll a d10 for each commander and compare it to the following
table. If successful, that commander is rated exceptional.

Rolling Player Success #


Union (61-63) 10
Confed. (61-63) 8, 9, 10
Both (64 & 65) 9, 10

If a commander is removed during the course of combat (killed, captured, etc.), it is


replaced with a normal, non-exceptional replacement.

6.2 The Battlefield

The Judge will generate a battlefield area map that represents a 24 by 24 area. This map
will be loosely based on The Official Atlas of the War of the Rebellion. The actual size of
the gaming table will depend on the amount of troops participating in the battle. Regardless
of the size of the gaming table, only that portion of the battlefield area map that fits on the
gaming table will be used.

The defending General will determine the area of the battlefield that is to be used. The
gaming table will be oriented so that the Transportation Line being used by the attacker
enters on a long edge of the board. If the attacker is using more than one Transportation
Line, the line containing the larger attacking force will be considered the primary
Transportation Line, and the board will be oriented so the primary Transportation Line
enters on a long edge of the board. If the attacking forces are equal, the attacker will
choose which Transportation Line is the primary line.

The edge of the board containing the Attackers Primary Transportation Line is the
Attackers edge, while the opposite is the Defenders Edge.

6.3 Special Events

Prior to placing troops on the battlefield, the judge will make a Special Events roll for each
side. These special events are an attempt to simulate the unusual circumstances that
happen in real life but are difficult to replicate in a miniature war game.

Procedure: The judge will roll a d10. If a 1 is rolled, a second roll is made and the results
are compared to the Special Events Table.

Die Roll Result


1. Surprise Attack/Encamped Army
2. Flanking Maneuver/Pre-Battle Intelligence
3. Unorganized Command
4. Cautious Commander
5. Highly Motivated Division
6. Fatigued Division
7. Repeating Rifles
8. Telegraph Lines
9. Damp Powder
10. Tragic Death

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Surprise Attack (Attacker Only): The attacking army has caught the defenders by
surprise. The attackers may set-up up to one normal moves distance from the front line of
defenders, even if it places the attacking units on the defenders half of the board. During
the first turn of the battle, the attacker may move all units their full movement rate (minus
penalties for terrain) without the required die roll on the Maneuver Table.

Immediately after all attacking movement is completed, defending brigades (with attached
artillery) and unattached artillery that are being attacked (fire or melee) must roll on the
following table and apply the effects immediately:

Die Roll Effect


1-2 Surprised: Defenders are disordered/silenced and cannot fire in the next
phase. Also the defender loses modifiers for leaders, favorable ground and
support.
3-8 Hasty Alarm: Defensive fire is halved next phase.
9-11 Alerted: No effects upon the defender.
(Add a +1 when rolling for a brigade with an exceptional brigade commander.)

Encamped Army (Defender Only): The defending army has been caught while still in
camp. The defender may only set up two divisions (or 1/3 of the available forces, which
ever is less) on the board. The remaining forces are encamped throughout the defenders
set-up area. These camps are represented with a number of tents for each stand in each
brigade. Brigades within a division must be camped near each other, and camps are to be
set up behind the front line in obvious camping areas (in and around open fields, along
roads, etc).

Only those units placed on the board may be moved during the first turn. Those units still in
camp may only move when activated. Units are activated by either time of day or proximity
of enemy units.

On the second player turn, one (1) division (or 1/4 of encamped units, which ever is less)
may be activated. When activated, brigades may be placed in any formation and may move
normally. On subsequent turns, one division (or another 1/4 of encamped units, whichever
is less) may be activated until all available units have been activated.

Any time an enemy approaches within musketry range of an encamped brigade or battery,
all units of that division may be placed on the board, in any formation, but are disordered or
silenced. Brigades may fire during the defensive fire phase, and may move during their
player turn. Divisions activated in this manner are in addition to those divisions activated
normally.

Attacking brigades that are Green must cease all movement in a campsite in order to loot.
Any shooting is done as if the unit was disordered. On the following turn, it may move
normally. The only exception is if that Green unit is charging a defending unit. In order to
be considered for a charge in this situation, the Green unit must be in contact with the
defender.

Flanking Maneuver (Attacker Only): Once the defender has completed his set up, the
attacker may place two divisions (or 1/3 of available units, whichever is less) on the
defenders flank. These flanking units may be placed on the defenders half of the board,
and may be placed up to 12 away from the nearest defending unit. These flanking units
may move normally during the first turn.

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Pre-Battle Intelligence (Defender Only): The defending army has successfully scouted
the approaching attacking army. In this situation, the attacking army sets up first before the
defender.

Unorganized Command: This event is an attempt to simulate the inability of some


commanders from being able to decisively commit their troops into battle (i.e. McClellan at
Antietam). In order to represent this, the army commander is only able to move those
divisions that have been activated. Only a certain number of divisions may be active at any
given time, depending on the time of day. Once a division has been activated and then
deactivated, it may not be reactivated for the remainder of that day. If the battle goes into
multiple days, this rule remains in effect, but those divisions that were activated previously,
may be activated again on a new day. The army commander may have the following
number of divisions active according to the following table:

Time of Day # of Divisions


Dawn 0930 1 Division
0930 1130 2 Divisions
1130 1430 3 Divisions
1430 1630 2 Divisions
1630 Dusk 1 Division

The times of activation/deactivation are modified by the following table:

Die Roll Result


1 2 Turns Early
2 1 Turn Early
3-8 Normal
9 1 Turn Late
10 2 Turns Late

Non-active units may fire at enemy units in range and fight in melee if charged. If they
become disordered they must roll on the maneuver table to determine if they hold their
ground. If forced to retreat, they retreat normally. These units may return to their positions
unless it would bring them into enemy musketry range, at which point they would stop.
Inactive units may not advance closer than enemy musketry range unless activated (but
that doesnt prevent the enemy from moving closer to them).

Cautious Commander: The commander of the army must place two divisions (or 1/3 of
available units, whichever is less) in reserve. This reserve must be placed in a position
behind the main line of troops, in any formation desired. Once in place, these units are
frozen and may not be used until activated. These reserve units are only activated if an
enemy unit advances within musketry range. They may fire normally in the defensive fire
phase, and may move normally during their next movement phase. Any reserve brigade
that is disordered by artillery fire becomes active, but must make an appropriate roll on the
maneuver table during the next maneuver phase. In this case, the entire reserve is not
activated, only the brigade disordered by artillery fire.

Highly Motivated Division: One division of the army has been motivated to win. Each
brigade and battery in that division get a +1 to all maneuver, fire, and combat die rolls in
addition to all other modifiers. Additionally, one normal commander may be designated as
an exceptional commander for the duration of that battle. (The player in charge may
designate which commander receives the exceptional bonus). The division is randomly
chosen by the judge after all troops have been placed on the field.

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Fatigued Division: One division of the army has had to deal with many nights of little or
no sleep. Each brigade in the division starts the battle Worn, and any exceptional
commanders in the division lose their exceptional status for the duration of the battle. The
division is randomly chosen by the judge after all troops have been placed on the field.

Repeating Rifles: One brigade, either through political connections or captured supplies,
has managed to acquire repeating rifles. The brigade is randomly chosen by the judge after
all troops have been placed on the field. This brigade may fire at two points per stand out to
eight inches.

Telegraph Lines: The field commander was able to set up telegraph lines with his
subordinate units. All brigades are able to utilize the field commanders bonus on the
maneuver table, regardless of the distance or terrain between them.

Damp Powder: The powder has been spoiled! One division in the army (brigade and
battery) rolls all fire with a -1 modifier for the duration of the battle, even after being
resupplied after being low on ammo. The division is randomly chosen by the judge after all
troops have been placed on the field.

Tragic Death: One exceptional commander has been felled by a sniper/friendly fire while
scouting ahead of the lines. The commander will be chosen randomly by the judge after all
troops have been placed on the field.

6.4 Battlefield Setup

Defender: The defender sets up first. The defender is free to setup all of their units
anywhere from his edge to the half-way point of the table. Units may be in any formation,
and artillery may be limbered or unlimbered. Brigades within the same division should
remain within 12 of each other. Artillery does not need to be within the command radius of
its leader to be unlimbered during this initial setup. If the attacker has any Transportation
Lines entering on the side or defender edge of the board, the defender must leave a 24
buffer from these points.

Attacker: Once the defender has completed his setup, the attacker may begin placing his
units on the board. The attacker may set up no closer than 18 to the defender but at no
point may any attacking units be setup on the defenders half of the battlefield. Units may
be in any formation, and artillery may be limbered or unlimbered. Brigades within the same
division should remain within 12 of each other. Artillery does not need to be within the
command radius of its leader to be unlimbered during this initial setup.

6.4.1 Attacking Across a River

Some strategic boxes have a blue line along one or more edges. If an attacker is
using a transportation line that crosses this blue line, the attacker is considered to be
on the opposite side of the river from the defender. The attacker must cross the river
in order to control the strategic box.

When setting up the battlefield, the defender has the option of having the river
crossing occur off the field or on the field.

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River Crossing Off the Table: If this occurs, the attacker is able set up pontoon
bridges and cross the river unopposed. To do this, though, takes all day and the
attacker is unable to begin the attack until the next morning. The actual starting
time of the attack on the second day is determined by die roll and compared to the
Starting Time Table (Section 4.4).

In this situation, the defender (and only the defender) is able to receive
reinforcements during the first day and overnight normally as if it were a normal
multi-day battle.

River Crossing On the Table: In this situation, the set up for the battle is done
normally, with the exception that the Attacking Force must set up on the opposite
side of the river from the defenders. In order to cross the river, the attacking force
must build a pontoon bridge. Prior to the start of the battle, the Judge will roll a d6.
For every Corps Commander that is present, +1 is added to the die roll. The
resulting number is the total number of pontoon bridges that can be built.

6.4.2 Building a Pontoon Bridge

1. Each pontoon bridge that is to be built must have one infantry brigade assigned
to the pontoon train.
2. The minimum time to build a pontoon bridge is 8 turns.
3. Pontoon trains are represented by a wagon. They have the same movement rate
as foot artillery.
4. Any hit on the pontoon train causes it to go into disorder.
a. A pontoon train must be in good order in order to begin construction.
b. To remove a disorder, the player must roll on the Maneuver Table, the
only modifier that can be applied are the leader modifiers. The pontoon
train is considered attached to the detailed brigade in regards to the
ability to receive a bonus for an exceptional brigade commander.
5. The pontoon train must drive up to the rivers edge at the exact point where the
bridge is to be constructed. The infantry brigade detailed to construct the bridge
will surround the pontoon train. Both must be in good order for construction to
begin.
6. Each turn that the construction is able to continue, one stand of the brigade will
be placed in front of the pontoon train to simulate continued progress across the
river.
7. Once construction begins, only the infantry brigade doing the construction may
be targeted.
a. The firing unit may use the closest infantry stand to determine range.
Regardless of where it is at.
8. The infantry brigade doing the construction may not fire.
9. During each Maneuver Phase that construction is to be conducted, the Infantry
Brigade must make a die roll and compare it to the construction table.
a. The die roll that is used for the Construction Table is the same die roll
used when necessary to compare to the Maneuver Table.
10. The only modifiers that the Infantry Brigade may use are those for Leaders and
Brigade Effectiveness.

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Construction Table
Good Morale Disordered Morale
Die Roll Result Die Roll Result
No progress is made. Apply effects No progress is made. Add one turn to
for this result from the Maneuver construction time. Apply effects for this
2 or less Table. Add one turn to construction 2 or less result from the Maneuver Table. Brigade
time. may not be used for further construction until
rallied.
No progress is made. Add one turn to No progress is made. Add one turn to
3 or 4 3, 4, 5, 6
construction time. construction time.
5 or more Construction continues apace. 7 or more Construction continues apace.

6.5 Starting Time

In order to determine what time the battle will begin, the attacker will roll a d10 and
compare it to the following table:

Die Roll Result Die Roll Result


1,2,3 On Time 7 4 Turns Late
4 1 Turn Late 8 3 Hours Late
5 2 Turns Late 9 4 Hours Late
6 3 Turns Late 10 5 Hours Late

The results will be added to the time of sunrise for the appropriate month in order to
determine the actual starting time of the battle.

If the attacker is entering by more than one transportation line, a separate roll will be made
for each transportation line. In the event that each transportation line has different results,
the attacker has a few options:
1. The attacker may choose to begin the battle at the earliest starting time rolled. In
this case, only those troops that are arriving from the associated transportation line
may be set up during the Battlefield Setup phase. Those divisions that are entering
along other transportation lines at a later time, arrive on the turn indicated, in road
column at an entry point appropriate for the direction of the transportation line used.
Additionally, these later arriving units may choose to arrive on the board in a
formation other than road column, and may shift their entry location up to 12 from
the transportation line being used by delaying their entry on to the field by one turn.
2. The attacker may chose to begin the battle with a later starting time. In doing so,
those units arriving on transportation lines with the same, or earlier, starting times
may be set up during the Battlefield Setup phase. Those units arriving later will
arrive as described above.

The following table determines the times for the first and last turns of a battle in a given
month. If a battle is being fought during the November/December or January/February
turns, the actual month will be determined through convenient means (odd/even die roll,
high/low die roll, coin toss, etc).

The last allowable turn during each month is a twilight turn. For example, the 1830 turn in
April would be a twilight turn. During this turn, artillery may only fire out to canister range
(4), and infantry may only fire if they are participants in a charge combat. Also, all rolls on
the Maneuver Table are made at a -1. (Great Eastern Battle Scenario Book, pg. 4, col. 3)

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Month Dawn Dusk Month Dawn Dusk


January 0730 1700 July 0430 1930
February 0700 1730 August 0500 1900
March 0630 1800 September 0530 1800
April 0530 1830 October 0600 1730
May 0500 1900 November 0630 1700
June 0430 1930 December 0700 1630

6.6 Reinforcements

Each side may bring one division from each adjacent, connected box as reinforcements as
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 contains enemy divisions. The
defending player may reinforce from a box that has enemy divisions in it, provided that the
number of divisions remaining are equal to or greater than the number of enemy divisions
located there.

Die Roll Result Die Roll Result


1 3 Turns Late 5, 6, 7 On Time
2 2 Turns Late 8, 9 1 Turn Early
3, 4 1 Turn Late 10 2 Turns Early

Starting on the 1300 turn (adjusted by die roll according to the table above), a reinforcing
unit may enter the board in road column at a designated entry point. For any additional
units to enter the board on the same transportation route, the previous unit must have
arrived in its entirety. It is important to note that in the event of an attacker having multiple
starting times, as described previously, those units that are a part of the initial attack, but
arrive at a later time, are not considered reinforcements. Additionally, these divisions must
have arrived on the field in their entirety prior to any reinforcements arriving along the
same route.

If the battle becomes a multi-day battle, one additional division may be brought in as
reinforcements during the night. Remaining units will enter on the following day; the first
division will dice for arrival in the same way the battle starting time is determined. The next
division will arrive during the 1300 turn (adjusted by die roll according to the table above).

If the route being used by reinforcements is a friendly rail line, one division using that route
may be moved by rail. Starting on the 0900 turn (adjusted by die roll according to the table
above), and every turn thereafter, one brigade of that unit arrives by rail. The division
commander of that unit arrives with the first brigade. Artillery attached to the unit will
arrive, one by one, after all infantry arrives.

Units arriving by rail will be dropped off at a designated point determined by the judge after
all other movement is completed. Brigades can be placed in any formation desired, but are
disordered. They may not move but can fire. During their next movement phase, the
brigade will automatically Rally with lan and may move normally. The exception to this is
if the brigade received Lively, Telling, Deadly, or Withering Fire or was involved in charge
combat. Under these circumstances, the brigade would have to rally normally.

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If the designated drop off point is over-run by the enemy, reinforcements will no longer be
able to arrive by rail for the rest of the battle. Reinforcements will still be able to use that
transport route, but will only be able to arrive by foot, normally.
6.7 Heavy Casualties

In order to represent the fatigue and wear that an army faces as a battle progresses, it is
important to know the threshold an army has before it reaches that point. Generally
speaking, an army with Veteran or Crack divisions will be able to fight longer before
reaching this threshold when compared to an army composed of Greed divisions.

Procedure: Total the number of stands for each brigade to go from Fresh to Worn. To this
number, add twice the amount of artillery batteries present (including reserve artillery).
Once the army has lost a number of stands equal to this final number (wrecked batteries
count as two stands; damaged batteries count as one stand), every brigade in that army
(even Fresh brigades) will take a -1 penalty on the maneuver table. If the army has reached
heavy casualties and has greater losses than the opponent, this penalty increases to -2.
Note: The greater losses modifier applies only after an army has reached its threshold for
heavy casualties. It is possible for both sides to have heavy casualties, but only one side will
have greater losses.

6.8 Ending the Battle

Once a battle has been started, it continues until one army or the other decides to withdraw
from the field. During daylight, if a commander wishes to withdraw, he simply moves his
troops off the board in the direction of a friendly transportation line. Once a unit is moved
off the board, it is removed from play and cannot return. Defenders who want to withdraw
may not begin to withdraw their troops off the board until the 1200 turn.

If the battle continues until night, both commanding generals will secretly write down
whether they intend to withdraw or stay and fight. If both armies stay, the battle will
continue into another day. If one army decides to withdraw, the other is in control of the
box. If both decide to withdraw, then the box is unoccupied and will be controlled by the
country as determined by the boxs color.

While it is more than likely that an army choosing to withdraw from a battle would be
declared the loser, it is possible in some circumstances that they could have fought the
battle to a tactical draw or even a tactical victory. The following Victory Points Chart will be
used to determine how many points each army accumulated during the battle:

1 VP Each worn enemy brigade.


1 VP Each wrecked or captured enemy battery.
1 VP Each killed, wounded, or captured enemy corps, division, or exceptional
brigade commander.
2 VP Each spent enemy brigade.
4 VP Each enemy brigade that quits the field or is destroyed.

If each side has a VP score that is within 5% of the other, the battle is declared a tactical
draw, otherwise the side with the most points is credited with a tactical victory.

6.9 Multi-Day Battles

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If a battle continues into another day, the following procedures will occur during the night:
1. An approximate mid-way point between each army will be determined. In the event
that units are locked in a desperate struggle, each side will pull back 4 (a total of 8
of space will separate the units previously engaged in combat). The exception to this
is if one unit is behind fieldworks, trenches, etc. In that event, the opposing unit will
pull back 8.
2. The attacker will remove disordered, silenced or low on ammunition markers. Half of
all killed and skedaddled stands during that day (round down) will be recovered and
new brigade effectiveness will be determined. Captured and wrecked batteries are
not recovered. A replacement leader for each fallen division and corps leader is
placed on the battlefield attached or adjacent to any subordinate unit. All attacking
units, including those that may have had to pull back, may redeploy to a new
position and change formation within a 24 radius of their present position.
Movement rates and terrain effects are ignored. Additionally, any reinforcements
that arrive during the night may be placed in any position and formation desired.
Units may not be placed or moved to within 4 of the mid-way point and must
remain beyond enemy musketry range.
3. After the attacker has completed all movement and positioning, the defender may
remove markers, recover losses, redeploy, and reinforce as described above. Units
may not be placed or moved to within 4 of the mid-way point and must remain
beyond enemy musketry range.

A few notes regarding the night movement turn:


Units that begin the battle out of supply cannot remove the low on ammunition
marker.
If for any reason, a brigade did not begin a battle FRESH, it begins each successive
day at the level it entered the battle at. Units that started the battle WORN recover
losses and recalculate their effectiveness normally, but instead of becoming fresh,
are considered WORN.
If a unit is protected by fieldworks or a stone wall, the mid-way point will be
adjusted so that that particular unit does not need to vacate the protective cover.
If each side is under cover of its own fieldworks or stone wall, and they
happen to be within enemy musketry range of each other, neither side will be
required to vacate the protective cover. The mid-way point will be determined
from their present positions.
If each side is on opposite sides of the same stone wall, the units that arrived
first are considered to be controlling that particular obstacle and the other
would have to pull back out of enemy musketry range.

6.9.1 Battles that Extend Beyond Two Days

Units that are directly involved in the battle for the first and second days begin the
third day (or additional days, if necessary) WORN if they end the second days battle
WORN or SPENT. This only applies to those brigades that participated in Musketry &
Cannonade and/or Charge on both the first AND second days.

6.10 Retreating from Battle

Either side may voluntarily withdraw at any time (although the Defender may not initiate a
voluntary withdraw until after the 12:00 PM turn of the first day of battle). The decision to
retreat must be made without studying the strategic map.

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Procedure: All of a players divisions involved in a battle retreat to an adjacent box


connected by a transportation line within the restrictions below, thus ending the battle.
All divisions must retreat to the same box.
The box retreated to must neither contain enemy divisions nor be an enemy-
controlled Recruitment City (i.e., one with a Recruitment Value of either color).
If possible, the retreat must be to a friendly-owned box, but this is not required if
none are available.
Defending divisions may not retreat to a box from which the attacking units entered
the battle.
If no such boxes are adjacent to the battle, then that army cannot retreat and all remaining
stands surrender.

If an army retreats, the other side immediately wins the battle.

6.10.1 Naval Evacuations

These rules deal with evacuating Union troops from a seacoast during a battle.
Confederate troops are allowed to conduct a battlefield evacuation only if they are
actively receiving Foreign Intervention and they have an open port to evacuate to.

These rules are intended to give an evacuating force some hope of mounting a
rearguard and withdrawing as much of their force in good order if attacked in
strength, whilst also giving the attacking force a hope of catching a reasonable piece
of the retreating army.

Each brigade or battery has a shipping point value, which reflects the amount of
difficulty of moving that unit by sea, including embarkation. There are, in fact, two
values: fully equipped, and without equipment. The former includes all vehicles,
animals, artillery pieces, etc., whereas the latter includes just the retreating men.

Units can be shipped at the maximum rate of 2 points per hour from port boxes with
Recruitment Values and 1 point per hour from port boxes without Recruitment
Values. Brigades shipped from a port without a recruitment value may only be
shipped without equipment. Non-recruitment value port rates are halved during night
hours, recruitment value port rates remain the same. If a unit is disordered when
shipped with equipment, it counts as double its normal size due to confusion on the
docks. Disordered units do not count as double when shipped without equipment.

Units evacuated by sea are returned to a port of the Judges choosing. All units
evacuated will not necessarily go to the same port depending on the amount of units
evacuated.

Units evacuated without equipment will be inactive for a period of time in order to
reequip themselves. The Judge will roll a d10, and the resulting number will equal
the number of strategic turns the evacuated units must remain stationary.

Artillery pieces that are abandoned can be used by the remaining force.

Unit Type With Equip Without Equip


Inf Brigade 2 1
Cav Brigade 4 1
Art Battery 2 .5

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6.11 Desertion

At the end of every battle, those full strength infantry divisions that suffered 7 or less
stands lost (either killed, captured, or skedaddledwrecked batteries count as 2 stands
lost; damaged batteries count as 1 stand lost) are restored back to full strength. If a full
strength infantry division suffers 8 or more stands lost, it is considered to be reduced and
must make a Desertion Check (full strength cavalry divisions must suffer 6 or more stands
lost before becoming reduced). Half strength divisions that suffered any amount of
casualties must also make a Desertion Check.

Procedure: A division makes a Desertion Check by rolling a d6 and comparing the result to
that units modified Morale Value. If the die roll is less than or equal to the units modified
Morale Value, it is eliminated and removed from the strategic board. If the die roll is greater
than the units modified Morale Value, the unit remains in play as a half strength division.

Base Morale Values


Unit Type Morale Value
Crack 1
Veteran 2
Militia after 1861 3
Militia in 1861 4

Morale Value Modifiers (modifiers are cumulative)


Modifier Cause
+1 Division is on the losing side (as determined by VPs)
+1 For a full strength Inf. Division suffering 16 or more stands lost
(wrecked batteries = 2 stands lost; damaged batteries = 1 stand lost)
+1 For a full strength Cav. division suffering 11 or more stands lost
(wrecked battery = 2 stands lost; damaged battery = 1 stand lost)
+1 For a half strength Inf. Division suffering 6 or more stands lost
(wrecked batteries = 2 stands lost; damaged batteries = 1 stand lost)
+1 For a half strength Cav. division suffering 4 or more stands lost
+1 For each of the divisions brigades that were eliminated or quit the
field
+1 Exceptional Division commander was removed from play (killed,
captured, etc.)
-1 Corps or Army commander was exceptional

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Chapter 7: Promotion

Divisions may be promoted at the conclusion of each battle and during the Promotion
Segment.

Militia (Green) divisions are promoted to Veteran divisions, and Veteran divisions are
promoted to Crack divisions.

Procedure: To promote a division, remove it from the board and replace it with a division
which is the same type (Infantry or Cavalry) at the next higher quality. Militia (Green)
divisions are placed in the Recruitment Pool, Veteran divisions are returned to the players
stock.
Each time a player wins a battle (whether attacking or defending), he may
immediately promote one of his eligible divisions. To be considered eligible, every
brigade in that division must have actively participated in the battle either through
musketry and cannonade or being involved in melee combat.
During his Promotion Segment, the player whose turn it is may promote any one
division. Exception: A division that was just promoted during that players Combat
Segment cannot be selected; no division can receive two promotions during a single
Player Turn.
Promoting a division does not affect its other status. A promoted division that is entrenched
or reduced remains entrenched or reduced.

7.1 Combat Experience

A player can promote a Veteran division to a Crack division only if it is the victorious
survivor of a battle. The free promotion during the Promotion Segment may not be used to
raise Veteran to Crack divisions.

7.2 Confederate Replacement Training

The Confederate player rolls one d6 during his Promotion Segment. On a roll of one (1), he
may promote two divisions that turn, instead of one.

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Chapter 8: Recruiting

After all promotion and reorganization has been completed, Generals may recruit new
divisions by spending the recruitment points that have been allocated to them. Additionally,
the Generals may choose to spend the recruitment points in order to replenish existing
under-strength division.

Procedure: To recruit, roll one die.

The Union player always receives a minimum of 3 Recruitment Points per turn, even if he
rolls a 1 or 2.

The Confederate player always receives a minimum of 2 Recruitment points per turn, even if
he rolls a 1. Additionally, he never receives more than 4 Recruitment Points per turn, even if
he rolls a 5 or 6.

Spending Recruitment Points: One Recruitment Point is spent to recruit one of that
players Militia (Green) divisions from the Recruitment Pool.
Both Militia Infantry and Militia Cavalry may be recruited if available in the
Recruitment Pool.

Placing a Recruited Division: A newly recruited Militia division can only be placed in a
friendly-controlled Recruitment City that has a shield of that sides color (Red for
Confederates, Blue for Union).
Recruitment Cities with a value of 1 or 2 may only raise one division.
Recruitment Cities with a value of 3 or greater may raise up to two divisions.
Some friendly cities, when captured, become Recruitment Cities for the other side. Cairo,
for example, is a recruitment city for whomever controls it.

Recovering Reduced Divisions

Players may spend a Recruitment Point to recover one reduced-strength unit on the map
(flipping it back up to its white-numbered side) in lieu of recruiting a Militia unit from the
Recruitment Pool (as usual).

8.1 Maximum Army Size

The numbers in the Recruitment Cities are used to determine the maximum allowable size
of a players army.

Procedure: The sum of all numbered shields of the correct color (blue for the Union, red for
the Confederacy) in all Recruitment Cities controlled by that player is his Army Maximum
Size. This is the maximum number of divisions that he is allowed to have in play at a time.
A player may not recruit more Militia divisions than necessary to bring him up to his
Army Maximum Size (even if more are available).
If, however, the number of divisions a player currently has on the board exceeds his
current Army Maximum Size due to loss of a city, he is not required to remove any
divisions.

Both players Army Maximums should be shown using two Control markers and the
numbered track in the southeast corner of the board. Be sure to keep these values current!

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Procedure: Place a Control marker in the box corresponding to each players initial Army
Maximum size (i.e., the sum of all controlled Recruitment City Values). In the 1861
Campaign Game Scenario, this would be 29 for the Confederacy and 34 for the Union.

Whenever a player captures a Recruitment City containing a shield of his color, adjust his
Control marker upward on the scale; whenever a player loses a Recruitment City containing
a shield of his color, adjust his Control marker downward accordingly.

Note that if a player captures a neutral Recruitment City (i.e., one that his opponent did not
control specifically, those that begin the game in Kentucky), his enemys Army Maximum
Size will not be reduced (since it was never previously increased for having controlled it).

8.1.1 Confederate Troops Capture Washington D.C.

The Confederacy does not automatically win if Washington is captured.

Procedure: Instead roll one die and subtract that amount from the Union Army
Maximum Size value. This only happens the first time the Confederates capture
Washington. If it happens again, it is treated like any other Recruitment City.
If a one (1) is rolled, subtract two (2).
If the Union recaptures Washington, add only its Recruitment Value (of one) to
the Union Army Maximum Size.

8.2 Union Army Drafts

The Union player begins the 1861 Campaign Game Scenario with only twelve Militia Infantry
divisions. The other twelve are set aside and the Union player may not recruit them. They
do not enter play until Drafted.

Procedure: The Union player gains these additional Militia Infantry divisions over the
course of three Drafts.
Drafts occur at the beginning of the 04 (April) Game Turns in 1862, 1863, and 1864.
For each Draft, four of these Militia Infantry divisions are added to the Recruitment
Pool and are available for the Union player to recruit on that turn.

8.2.1 The Draft Riots of 1863

The four Militia Infantry divisions drafted by the Union in 1863 are not all added to
the Recruitment Pool during the 04 (April) 1863 Game Turn.

Instead, one is added in 04 (April), another in 05 (May), one more in 06 (June), and
the last one in 07 (July) of the year 1863.

8.3 Increasing Union Forces

To reflect the increasing Union mobilization of resources, the ability of the Union to support
troops increases with each draft.

Procedure: After the first Draft on 04 (April) of 1862, the Union may support on the game
board (and Recruit up to) four more divisions than its Army Maximum Size.

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After the second Draft it may have four more, and after the third draft, another four
divisions.

EXAMPLE: If the Union army maximum in 05 (May) 1864 is 35, up to 12 additional (47
total) Union divisions may be in play on the board.

Note that this is an economic increase and not a political one. Therefore, the Union Army
Maximum Size does not increase for purposes of a Confederate victory.

8.4 Foreign Troops and Navy

The War at Sea: If, during the Union Movement Segment, the Foreign Navy marker is
flipped to the Union side, that resource is unavailable to the Confederate Player. Unlike the
three domestic Confederate Navy Boxes, the Confederacy can flip the flag marker in the
Foreign Navy Box back to its Confederate side. This is done at the cost of one Recruitment
Point during the Recruitment Segment

Replacing Destroyed or Disbanded Foreign Intervention Units: If destroyed or


disbanded, Foreign Intervention Units can be replaced during the Confederate Recruitment
Segment. However, each Foreign Intervention Unit costs two Recruitment Points to replace.
These divisions are recruited back in Europe and, once again, require Confederate Sea
Movement to get back onto the game board on a future Confederate Player Turn.

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Chapter 9: Capturing and Controlling Boxes

Throughout the game, all blue boxes not controlled by the Confederates are controlled by
(i.e., friendly to) the Union. All gray boxes not controlled by the Union are controlled by
the Confederacy. All tan boxes (i.e., those in Kentucky) that are not controlled by either
side are neutral and not friendly to either side.

Procedure and Timing: A player captures (owns and/or controls) a box by having at
least one division there at the end of his friendly Combat Segment.

Just passing through or residing in a box at the end of a particular March during your
Movement Segment does not change control of that box to friendly. Control of boxes only
changes at the end of a players Combat Segment.
Once captured, a box remains under that players control until the other player
recaptures it (but note the Cavalry unit exception below).

Noting Control: Physically occupying a box with a division at the end of a friendly Combat
Segment denotes its current ownership. If there is a Control marker in that box, remove it.

If a player captures a tan box or a box of the enemy color, and later completely vacates
that box, immediately place a Control (Flag) marker there to indicate its continued
ownership by the vacating player.
Any box without a division or Control marker in it is deemed to belong to its original
owner (Union or Confederate) based on the color of that box. Tan boxes without
Control markers are uncontrolled.

Exception: Cavalry divisions alone (without infantry divisions) control a box only while they
occupy it. The instant they completely vacate it, control reverts back to the boxs original
color (i.e., A player must bring in (or recruit) a friendly Infantry at that box in order to place
a Control marker there and maintain ownership.

Key Concept: Cavalry raids deep into enemy territory thus maintain only tenuous control.
However, cavalry raids into enemy-controlled friendly territory will convert those spaces
back to their natural (friendly) color.

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Chapter 10: Game Length and Victory Conditions

10.1 Game Length

The game can last up to 40 Game Turns, from 07 (July) 1861 to 06 (June) 1865.

The game will be generally sorter, however, because one player usually wins before that
time.

Game Turns are marked on the Turn Record Track placing the wooden Turn marker along
the perimeter of the board. Advance this marker by one box at the end of each Confederate
Player Turn to indicate the beginning of a new Game Turn.

10.2 Victory Conditions

Union Victory Conditions: The Union wins when (and if) they simultaneously control all
seven Confederate Recruitment Cities with a Recruitment Value of 2 or 3. Specifically, these
cities are:
1. Atlanta
2. Charleston
3. Memphis
4. Mobile
5. New Orleans
6. Richmond
7. Wilmington
When the Union player captures the last of these Recruitment City boxes, play stops
immediately, and the Union wins.

Confederate Victory Conditions: For the Confederates to be victorious, they must win
any of the following objectives:
1. Capture (and avoid losing) sufficient Recruitment Cities to make the Confederate
Maximum Army Size greater than that of the Unions. If this is done, play stops
immediately, and the Confederacy wins.
2. Avoid a Union Victory. If the Union has not fulfilled their victory conditions by the
end of Game Turn 40 (or 45, if agreed upon), the Confederacy wins by default. The
South has survived and receives recognition as an independent nation by the North.

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Chapter 11: Miscellaneous Rules

11.1 Fortifications

There are three types of fortifications that are used during the game: hasty works,
entrenchments, and permanent fortifications.

Hasty Works: Hasty works are those works that are built during a tactical battle. Brigades
will not be able to build hasty works until the January/February, 1863 turn.

Hasty Works provide a -1 to incoming fire for cover and +1 for defending against a charge.
In order to build hasty works, a brigade must remain stationary for 1 full turn. They may
still fire during the turn they are building the hasty works, but do so as if they were
disordered. The frontage of the works equals the frontage of the brigade.

Hasty works are only usable by the brigade that builds them. If the brigade moves from the
position (either voluntarily or involuntarily), the hasty works are lost.

Entrenchments: Entrenchments are semi-permanent non-battlefield breastworks that are


built as part of strategic movement. These works are built by divisions that received a
march order to entrench.

The entrenched army will receive 18 of breastworks for every division that was entrenched
prior to the start of the battle. Additionally, a redoubt is received for each artillery batter
from those entrenched divisions (excluding reserve artillery). These works provide a -2 to
incoming fire for cover and a +2 for defending against a charge.

During the tactical battle, these breastworks act as permanent fortifications. Units may
occupy or vacate any section of the works as they desire and the works will remain.

Permanent Fortifications: There are a few cities throughout the map that contain
permanent fortifications. These differ from entrenchments in that these works will always
remain in place, and will continue to grow, regardless of whether any divisions are
entrenched there or not. Additionally, any division that begins the turn in one of these
boxes is automatically considered to be entrenched. Note: breastworks and artillery pieces
added each month are cumulative with previous months.

Trenches: Breastworks that are improved into trenches provide an additional bonus.
Defenders in a trench receive a -2 on fire for cover and +3 for defending trenches
against a charge.

Fortress Monroe: Fortress Monroe is a traditional stone fortress. As such, it has 24 of


continuous walls. When placed on the battlefield, these 24 of works must be continuous
and placed in a location designated by the Judge. Brigades that occupy the works receive a
-2 to fire for cover, and cannot be charged. Additionally, these units are considered to be
one level higher than the surrounding terrain for indirect fire purposes. It is permanently
manned by 2 artillery batteries.

Fortress Monroe does not increase in size. Divisions that are entrenched may choose to
build breastworks per the entrenchment rules above.

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Washington D.C.: Fortifications and 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. (Breastworks can be converted to trenches at the cost of 2 for every 1
converted.) These works can be part of a continuous belt, separate works, or a combination
of both. Redoubts are allowed to be placed for all garrisoned artillery as well as any artillery
belonging to divisions that are entrenched (excluding Army or Corps Reserve Artillery).
August 1861 24 of breastworks
September 1861 24 of breastworks and 1 Artillery Battery
October 1861 24 of breastworks and 1 Artillery Battery
November/December 1861 24 of breastworks and 1 Artillery Battery
Starting in January/February 1862, 6 of breastworks are added each month. In
addition, 2 Artillery Batteries are added on the January/February 1862, 1863, 1864,
& 1865 turns.

Richmond: Fortifications and 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.
(Breastworks can be converted to trenches at the cost of 2 for every 1 converted.) These
works can be part of a continuous belt, separate works, or a combination of both. Redoubts
are allowed to be placed for all garrisoned artillery as well as any artillery belonging to
divisions that are entrenched (excluding Army or Corps Reserve Artillery).
August 1861 24 of breastworks
September 1861 24 of breastworks and 1 Artillery Battery
October 1861 24 of breastworks and 1 Artillery Battery
November/December 1861 24 of breastworks and 1 Artillery Battery
Starting in January/February 1862, 6 of breastworks are added each month. In
addition, 2 Artillery Batteries are added on the January/February 1862, 1863, 1864,
& 1865 turns.

Vicksburg: Fortifications and 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.
(Breastworks can be converted to trenches at the cost of 2 for every 1 converted.) These
works can be a part of a continuous belt, separate works, or a combination of both.
Redoubts are allowed to be placed for all garrisoned artillery as well as any artillery
belonging to divisions that are entrenched (excluding Army or Corps Reserve Artillery).
August 1861 12 of breastworks
September 1861 12 of breastworks and 1 Artillery Battery
October 1861 12 of breastworks
November/December 1861 12 of breastworks and 1 Artillery Battery
Starting in January/February 1862, 3 of breastworks are added each month. In
addition, 1 Artillery Battery is added on the January/February 1862, 1863, 1864, &
1865 turns.

11.2 Captured Troops, Artillery, & Leaders

Troops, artillery, or leaders captured during the course of a battle have no direct affect on
that battle, except where noted, and are removed from play.

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Chapter 12: Rules Clarifications for Fire and Fury

Great Eastern Battles Scenario Book


Charging in March Column A brigade in march column may not initiate charge
combat. All brigades in march column must remain more than one inch away from all
enemy units except limbered artillery. If a limbered battery is in the path of an
enemy march column it must be moved away by its owner. The battery is retreated
a full move and receives a silenced marker. During the next movement phase, the
battery must be retreated at least a half move to remove the silenced marker. If the
battery is moved a full move away and can still be contacted by the march column it
is captured and removed from the board. (pg 4, col. 1)
Assault Column Similar to a March Column, but used when charging across a
bridge or ford. To form an assault column the attacking brigade must start its player
turn within a half move distance from the crossing and in any formation. The unit
must first roll a well handled effect during its movement phase which allows it to
temporarily change formation into an assault (march) column before charging over
the bridge or ford.

During the fire combat phase the assault column is considered to be a target
enfiladed from all directions. Only the assault columns front stand may return fire.

Charge combat must be resolved if the crossing is defended by an enemy unit within
two inches. The assault column is considered outflanked during the charge and does
not receive a modifier for support. It may count all of its stands for numbers. If the
assault column wins the charge by a +1 or more die roll difference, it must again
change formation immediately after crossing. It must deploy into a single or double
line formation with both flanks refused and touching the creek. If a bridge or ford is
undefended, the assault column charges over the crossing and deploys unopposed.
(pg. 4, col. 2)
Disordered units that are forced to retreat a full move a second time are only
removed from play if they are forced to retreat through an enemy brigade, battery,
or impassable terrain. (pg. 4, col. 2)
Benefit of Woods A firing unit receives a -1 modifier when firing at any infantry or
dismounted cavalry target in woods, including firing at a unit charging through
woods. Infantry or dismounted cavalry defending in woods during charge combat
receive a noncumulative +1 favorable ground modifier. Artillery or mounted cavalry
fired at or in charge combat in wooded terrain are not modified. (pg. 5, col. 1)
Modifiers Defensive modifiers given in charge combat for favorable ground are
noncumulative. Modifiers given for stone walls and field works are in addition to
those given for favorable ground. (pg. 4, col. 3)
Elevations Elevations consist of one or more terrain contour levels and crest lines.
Generally, a crest line can be assumed to run down the long axis of the elevation.
Units on elevations are considered to be on a crest line, or on either the forward or
reverse slope of the elevation. A unit is on the forward slope, in relation to other
units, if it is on the same side of the crest line. It is on the reverse slope, in relation
to other units, if the line of sight to the unit crosses the crest line.

Crest lines are considered to be one level higher than the elevation they are on. A
line of sight is blocked if it passes through an elevation that is higher than both the
firing unit and the target. An exception is that line of sight is not blocked by a crest
line if the units are within 2 of each other. Line of sight is not blocked by elevations
or obstacles that are lower than both the firer and target.

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Line of sight is normally blocked by woods, orchards, swamps, towns, and units
(friendly or enemy brigades and batteries). Artillery (but not infantry) may fire over
these obstacles if:

a. the firing battery or the target is on a crest line or the forward slope of a higher
elevation, and
b. no part of the potential obstacle is closer than 4 to either the firing battery or the
target, and
c. the potential obstacle is either lower than the firing battery or lower than the
target.

Units defending on a higher elevation (including a crest line) during charge combat
receive a noncumulative +1 favorable ground modifier. (pg. 5, col. 3)
Abatis Infantry in march column and leaders may cross an abatis without delay. All
other formations must halt immediately on entering the abatis. They may move
away the following turn. Units entering an abatis within enemy musket range
immediately become disordered. Artillery or mounted cavalry may not cross an
abatis except on a road. (pg. 12, col. 1)
Railroads Infantry may move in march column or by the flank along a railroad to
negate movement penalties through woods or to ford streams. Artillery or mounted
cavalry cannot use a railroad for movement. (pg. 12, col. 1)
Towns Town areas have the same effect on movement, combat, and line of sight
as a wooded area. Movement penalties are negated if a unit moves through a town
in march column on a road. Individual building models have no effect and may be
moved aside to allow for the passage of units through a town area. (pg. 44, col. 2)

Great Western Battles Scenario Book


Looting The first non-charging Green brigade to pass through or within 2 of each
enemy camp must halt and end movement for that turn to loot. A charging
brigade, leaders and batteries do not stop to loot. [To be considered a charging
brigade], the charging brigade must make contact with an enemy unit at the end of
movement. Once a camp has been looted it is removed from the board. A unit that
involuntarily retreats through a camp does not stop to loot. (pg. 9, col. 2)
Redoubts When a brigade incorporates into its formation a battery that is located
in a redoubt, it receives the redoubts charge combat modifier, but only the battery
benefits from the fire combat modifier. (pg. 12, col. 1)
Redoubts Only one artillery battery may occupy a redoubt. Within the redoubt a
battery has a full 180 degree arc of fire. The battery fires full strength within 45
degrees on either side and half strength from 45 to 90 degrees on either side.

When a battery within a redoubt is silenced or low on ammunition it does not retreat
to remove the markers. The markers are removed at the end of the batterys second
maneuver phase. (pg. 13, col. 2)
Mounted Infantry When dismounted, this unit fires at full strength up to 8 inches.
In addition, this brigade may form a supported line of battle. While in a supported
line of battle, these units do not receive the -1 modifier in fire combat normally given
to dismounted cavalry. When dismounted, an appropriate number of stands must be
removed to act as horse holders, just like normal dismounted cavalry. (pg. 29, col.
2)
Repeating Rifles A cavalry brigade armed with repeating rifles is able to fire at
double strength out to 8 inches when dismounted. (pg. 30, col. 2)

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Core Rule Book


Brigade Effectiveness The brigade effectiveness level remains constant through out
a player turn The lower level will begin in the very next player turn. (pg. 12, col. 2)
If it is the Confederate players turn, and a brigade takes enough casualties to drop it
from Fresh to Worn, it will maintain a Fresh status until the Union players turn.
Playing Sequence Each half-hour game turn is divided into an alternating Union
Player Turn and a Confederate Player Turn. Each Union and Confederate turn
consists of three phases that must be played in the sequence outlined on page 18. A
phase must be completed before proceeding to the next phase. A player turn ends
after all three phases have been played. After completing both player turns, a game
turn is completed. (pg. 17, col. 1)
Replacing Leaders [Leaders to be replaced] remain out of play for one friendly
player turn. The brigades of the lost leaders command lose the benefits of the
leaders modifiers until he is replaced. The replacement leaders are returned to play
on the second friendly player turn. (pg. 20, col. 2)
Attached Leaders It is important to remember that a leader may not move more
than its 18 movement distance in a single game turn. The newly attached leader will
complete any remaining movement when the brigade attempts to maneuver. The
Brigade and leader now move together as one unit. The two may be limited to the
balance of movement of the leader or any brigade movement restrictions, whichever
is less. (pg. 21, col. 2)
Dismounted Cavalry May only form a line of battle. It may not be supported or
offer support to another brigade. (pg. 24. col. 2)
Silenced Artillery Artillery that starts the phase silenced must attempt to rally by
limbering-up and retreating at least half its movement rate. (pg. 25, col. 1)
Advance and Withdraw A brigade cannot advance and withdraw in the same
phase A line formation may not change its facing more than 45 degrees during its
movement. (pg. 27, col. 1)
About Face A brigade may only about face under the following conditions
1. Withdrawing more than half its movement rate to the rear. It may again about
face and front the enemy once the movement is complete.
2. Moving by the flank.
3. Hold its ground. (pg. 27, col. 1 & 2)
Withdrawing Without an About Face A brigade may withdraw without the use of an
about face if it uses half or less of its AVAILABLE movement rate. The brigade must
maintain its facing to the enemy, and such a brigade is not subject to the +1 fire
modifier. (pg. 27, col. 2) This means that a unit cannot wheel, but can oblique.
Moving by the Flank A brigade moving by the flank may not contact an enemy
brigade or battery. (pg. 27, col. 2)
Wheel [The stand on the inside of the wheel] pivots to assume a new facing, while
all other stands swing forward or backward to conform to the new facing. A brigade
in line may wheel up to 45 degrees during the phase. Movement is measured from
the front edge of the stand which wheeled the furthest distance. (pg. 27, col. 2)
Refuse the Flank A brigade can refuse the flanks as it advances, withdraws, moves
by the flank, or changes into a line formation. A brigade may NOT refuse its flank
when charging or in a column formation. (pg. 28, col. 1)
Charge A charging brigade advances toward the enemy by the most direct route.
This route is traced from the CENTER of the charging brigade to the closest point of
the defending unit. The charging brigade may wheel before moving forward to
charge. The charging brigade may oblique towards the enemy in a direct path A
brigade may not charge during a turn in which it has changed formation, moved by
the flank, or made an about face. (pg. 28, col. 2)

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Retreat A retreating brigade or leader ignores movement penalties for rough


terrain and fording. Batteries that are required to retreat must pay all movement
penalties. (pg. 29, col. 2)
Wheeling and Oblique During a Retreat [A] retreating brigade may wheel and
oblique even greater than 45 degrees to complete its retreat requirements. (pg. 29,
col. 2)
Movement Mode and Formation in a Retreat Infantry and mounted cavalry must
maintain its current formation. Dismounted cavalry will maintain its formation when
required to retreat 2 from enemy units. For any other retreat results, the cavalry
must mount. Artillery batteries must always limber to retreat. (pg. 29, col. 2)
Quitting the Field A brigade that starts the retreat disordered, or a silenced
battery, quits the field and is removed from play [when a brigade or battery cannot
complete its required retreat movement because of the presence of enemy brigades,
batteries or impassable terrain.] (pg. 29, col. 2)
Retreating Beyond Enemy Musketry Range For purposes of retreat only, the enemy
musketry range is considered to extend beyond the enemy brigade in every
direction Friendly brigades and batteries in this case do not block line-of-sight and
the retreat must continue to the proper distance. (pg. 30, col. 1)
Passage-of-Lines A brigade loses 3 only once during movement, regardless of the
number of formations it passes through. (pg. 31, col. 2)
Changing Formation The formation change must be the first action taken by the
brigade. (pg. 31, col. 2)
Redeploy a Line [Changing from single line to double line, or vice versa] must
maintain its original facing. A brigade may not move if changing line formations. It
may refuse its flanks as it changes formation. (pg. 32, col. 1)
Deploy Column into Line Changing from a field column into [line], one stand in the
current column is selected as a guide and must maintain its position, but can be
pivoted to face in any direction. [When changing from march column to line], the
guide stand must always be the lead stand in the march column formation. As the
brigade changes formation, it may refuse its flanks up to 45 degrees. (pg. 32, col. 1
& 2)
Forming Field Column Any two adjacent stands in the current line formation are
selected as guide stands and may pivot in place to face in any direction. [When
changing from a march column], the guide stands must always be the two lead
stands. After changing into a field column, the brigade may then move up to half its
normal movement rate. (pg. 32, col. 1 & pg. 33, col. 2)
Forming March Column To form a march column, select any one stand of the
current formation as a guide stand. The guide stand may be pivoted to face any
direction. The guide stand must now move the allowed half movement rate. (pg. 33,
col. 2)
Removing a Silenced Battery Marker They simply retreat at least half their
movement rate away from the enemy during the Maneuver Phase. A silenced battery
that ends its move out of enemy musketry range is considered to be rallied and the
silenced marker is removed after its movement is completed. A battery may not
unlimber during the turn in which a silenced marker is removed. (pg. 33, col. 2)
Replenishing Ammunition for a Battery Artillery must limber, retreat at least half its
movement rate, AND be out of enemy musketry range or line of sight at the end of
the Maneuver Phase to remove a low on ammunition marker. Artillery must be
limbered to remove the marker. (pg. 33, col. 2)
Selecting a Target A target is normally one brigade. When a second brigade moves
up to provide a second line of support for the charge combat, they are treated as a
single target. (pg. 35, col. 2) *From this, it appears that the only time that a brigade
in support may receive casualties from fire combat is when it is involved in a charge.

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Firing on a Battery Attached to a Brigade When infantry or cavalry stands fire upon
a battery attached to a brigade, at least half of the total fire points must be applied
to the brigade. The balance of the fire points may then be applied to the attached
battery. (pg. 35, col. 2 & pg. 37, col. 1)
Counter-Battery Fire Artillery may counter-battery fire a targeted attached artillery
and ignore the brigade [the battery is attached to]. (pg. 37, col. 1)
Range When firing at a brigade, the firing unit must have at least two enemy
stands within its range for the enemy brigade to be considered a target. Any part of
a stand, no matter how small, counts as one stand within range. This two stand
requirement is also applied to determine which artillery or cavalry fire point value is
used. (pg. 38, col. 1)
Line-of-Sight There must be a 1 gap between blocking stands and/or terrain
features for the LOS to remain unblocked. Artillery firing canister must have a gap
equal to its 30 degree arc of fire to have a clear LOS. (pg. 38, col. 2)
Enfilade Fire Artillery cannot be enfiladed. (pg. 39, col. 1) *The rules dont
specifically say this, but this is extrapolated from the text due to it only referring
march and field columns and line and double lines.
Dismounted Cavalry and Cover Dismounted cavalry does not receive any additional
modifiers for being in cover. They receive a -1 for being dismounted cavalry and that
is not cumulative with any other modifier. (pg. 37, col. 1) Suffice it to say, if
dismounted cavalry is located in fieldworks that qualify for a -2 modifier, I think it
would be acceptable to take the better of the two modifiers; in this case, the -2 for
cover.
Cover Modifier A modifier only applies when half or more of the targets stands are
behind or in the cover. (pg. 39, col. 1)
Cover Modifier for Stone Walls, Breastworks, etc The cover modifier for stone
walls, sunken roads, or breastworks is negated if at least half of the total modified
fire points upon the target do not cross the cover. (pg. 39, col. 1)
Silenced/Disordered in a Charge If half or more of the total stands involved in a
charge combat are silenced and/or disordered, a -1 modifier is applied. (pg. 40, col.
1)
Low on Ammunition in a Charge If half or more of the stands participating in a
charge combat are low on ammunition a -1 charge combat modifier is applied. (pg.
41, col. 1)
Fallen Leaders On the second player turn following the leader casualty, the
commander is replaced. (pg. 41, col. 1 & 2)
Charge, The Attacker An attacking brigade may never split its stands and allocate
them to more than one charge combat. (pg. 42, col. 2)
Charge, The Defender A participating defending brigade is a brigade that has been
selected as a target by the attacker, or any brigade where more than half the stands
have been contacted by the attacker Regardless of how many charge combats its
stands are allocated among, a defending brigade will always abide by the Charge
Table effects of the one combat in which it is a participating brigade. (pg. 44, col. 1)
Incidental Stands [Incidental] stands are counted only for determining the size of
the defending force, and can not suffer losses, disorder, or retreat results applied to
the participating defending brigades A defending brigade must allocate at least one
stand against each brigade which has made incidental contact with it. If a defending
brigade is a participating brigade and is also involved in incidental combat, up to half
of its stands may be allocated to the incidental combat. This allocation is made by
the defender after the attacker has specified all the attacks he intends to make. (pg.
44, col. 1)
Defending Artillery Artillery batteries that are detached will always be treated the
same as a participating brigade. Attached batteries are considered as part of a

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brigade and are treated as any other stand of the attached brigade. If a battery is an
incidental stand and is forced to fall back, it must limber and fall back a full move. A
battery forced to make such a move is not considered silenced and may freely move
and/or unlimber in its next turn. (pg. 45, col. 2 & pg. 46, col. 1)
Retreat After Combat, Artillery When participating artillery stands are defeated and
survive the combat effects, they are immediately silenced and must limber-up. They
retreat their full movement rate away from the enemy and are affected by rough
terrain. (pg. 47, col. 2)
Retreat After Combat, Incidental Stands Incidental stands will retreat with their
parent brigade, suffering the same combat results. These stands will count, however,
in the incidental combat regardless of the order in which the charge combats were
resolved. (pg. 48, col. 1)
Carrying the Position At least one of the attacking brigades must advance a
minimum of 1 to occupy the vacated position. Brigades that attacked from the flank
or at an angle may advance to the center of the vacated position to satisfy this
result. (pg. 48, col. 1)
Breakthrough The breakthrough move is measured from the position of the
attacker at the point of contact and not after the attacker carries the position. (pg.
48, col. 2)

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