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christy okane (Order #18077923)

christy okane (Order #18077923)

Table of Contents
Table of Contents

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Cruel Morning: Shiloh 1862 1.0 INTRODUCTION
Cruel Morning: Shiloh 1862
1.0 INTRODUCTION

Cruel Morning: Shiloh 1862 is a brigade-level game recreating the US Civil War Battle of Shiloh.

2.0 COMPONENTS AND GAME

CONCEPTS

The game is played with a map, a set of counters, at least two six-sided dice, and two Player Aid Cards with charts and tables.

2.1 MAP

The map has a hex grid superimposed over it to regulate movement and combat. Each hex is identified by a letter-number combination such as "A1" or "D11" for ease of set up and represents roughly 1/3 of a mile (1,700 feet).

2.1.1 MAP LEGEND

roughly 1/3 of a mile (1,700 feet). 2.1.1 MAP LEGEND 2.2 UNIT COUNTERS christy okane (Order

2.2 UNIT COUNTERS

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2.21 COMBAT UNIT EXAMPLE

christy okane (Order #18077923) 2.21 COMBAT UNIT EXAMPLE Brigade: The name of the Brigade. Corps/Division: The

Brigade: The name of the Brigade.

Corps/Division: The organization to which the Combat Unit belongs; dictates the Leader(s) who can activate the Combat Unit. This is color coded (see blue and grey Order of Battle Chart).

Strength Points (SP): Representing approximately 400 men per SP.

Quality: A number ranging from 1 (very bad) to 5 (very good).

1: Green: Recent recruits without sufficient training.

2: Trained: Drilled but lacking even skirmishing experience, or a solid Brigade with a bad Leader.

Personality (Optional): A rating that dictates how the unit acts when using the Optional Brigadier Personality Rules (see 14.0).

Combat Unit Strength: Units have two steps of strength. When a full strength unit sustains losses in combat it becomes Damaged; flip it to its reverse side with lower Strength Points. If a Damaged unit sustains a further loss, it is Shattered and set aside.

2.22 LEADER EXAMPLE

loss, it is Shattered and set aside. 2.22 LEADER EXAMPLE Leader Name : The Leader's name.

Leader Name: The Leader's name. An “R”

counter means a Replacement Leader. Unless otherwise stated, Leaders begin scenarios on the side without the “R”.

on the

Corps: The Corps to which the Leader belongs, if any.

Combat Bonus: The Bonus the Leader lends to Combat Strength.

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2.23 ARTILLERY COUNTER EXAMPLE

okane (Order #18077923) 2.23 ARTILLERY COUNTER EXAMPLE Bombardment Value: At ranges 0, 1, 2-3, and 4-5

Bombardment Value: At ranges 0, 1, 2-3, and 4-5 hexes respectively. The "0" range value is used only when the Artillery Unit is defending (See 9.1).

2.3 GAME TURN MARKER

The Game Turn Marker is used on the Game Turn Record Track on the bottom of the Player Aid Card with the Random Events Table.

2.4 QUALITY CHECK

At various points throughout the game, Combat Units will be required to make a Quality Check: roll one die and compare the result to the Combat Unit's Quality Rating. In most cases, if the result is less than or equal to the Quality Rating, the Combat Unit passes the Check. If the result exceeds the Quality Rating, the Check failed and the Combat Unit may be forced to Retreat and/or take a step loss (becoming Damaged or Shattered), depending on the circumstances which called for the Check. A roll of 1 always passes a Quality Check and a roll of 6 always fails.

3.0 SEQUENCE OF PLAY

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4.0 INITIATIVE PHASE

Each player rolls a die. The player with the highest result goes first. If there is a tie initiative is given to the player who did not have it the previous turn. If there is a tie on the first turn roll again unless the side with the first turn initiative is designated by the scenario. If a tie occurs on any turn it triggers the Random Events Phase.

5.0 RANDOM EVENTS PHASE

In the event of a tie during the Initiative Phase, the Random Events Phase is triggered. If the tied result was a 1-3 it is a Confederate Event; a 4-6 is a Union Event. The affected player will roll two six sided dice according to the Random Events Table.

6.0 ARTILLERY BOMBARDMENT

PHASE

In the Artillery Bombardment Phase, players alternate placing Artillery counters and then Bombarding with the same, until both players have placed all the counters which they desire and/or are able to place. The player with initiative chooses whether the player or the opponent places the first counters.

6.1 PLACEMENT

In order to place an Artillery counter, its destination hex must contain a Combat Unit to which the Artillery is subordinate. Artillery may be placed in swamp or rough hexes only if the hex contains a road. Artillery may not be placed in forest hexes unless the hex contains a road or is adjacent to a hex that contains a road. If all other criteria is met Artillery may be placed in an enemy Zone of Control. No more than one Artillery counter may be placed per hex. Upon placement of an Artillery counter, the owning player may opt to Bombard but is not required to do so.

6.2 BOMBARDMENT

The acting player wishing to Bombard with an Artillery Unit announces a target within five hexes. Terrain can block line of sight as detailed in the Terrain Effects chart. Center to center, terrain is considered to encompass the entire hex, drawn

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down a hex side does not block unless there is blocking terrain on both sides of the line. Count the target hex but not the Artillery counter's hex. Roll one die and compare the result to the relevant Bombardment Value:

If the results exceeds the Bombardment Value, nothing happens.

If the result equals the Bombardment Value, the Combat Units in the hex must pass a Quality Check. If a Combat Unit fails, it must retreat one hex. If all units in the hex retreat, any Leaders in the hex may retreat with them.

If the result is less than the Bombardment Value, the Combat Units must pass a Quality Check. If the Combat Unit fails, it must take a step loss and retreat one hex. If all units in the hex retreat, any Leaders in the hex may retreat with them. If any units incur a step loss, any Leaders in the hex must roll for elimination as delineated in 9.6. If all units in the hex are eliminated surviving Leaders may retreat to an adjacent hex. The Artillery counter remains in the hex after resolving Bombardment. Artillery that Bombards halves its "0" range Bombardment Value for the remainder of the turn, rounded down. Note that Bombardment is optional and therefore units that are placed during this Phase, but do not fire, retain their full "0" range Bombardment Value for that turn. Indicate that an Artillery has Bombarded by facing the counter in the opposite direction of the other units in the hex.

6.3 COUNTER BATTERY FIRE

Any hex, after being Bombarded, can have an available Artillery counter placed in the hex. If so, that Artillery fires on any Artillery within range. If the roll is equal to or less than the firing Artillery’s Strength Points at that range, the Artillery counter being fired upon is removed. Such fire does not affect non-Artillery units in the same hex.

If an unfired Artillery (Remember, you can place an Artillery counter without firing with it) is fired upon in this manner and is not removed, it may return fire as if conducting Counter Battery Fire. The Union always subtracts one from its die roll

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when conducting Counter Battery Fire. After

conducting Counter Battery fire, the firing Artillery are considered to have fired. Rotate them 180 degrees as described in 6.2. Any Artillery removed by Counter Battery fire is removed as per Rule

10.3.

6.4 EFFECTS OF TERRAIN ON BOMBARDMENT AND COUNTER BATTERY FIRE

If the target unit occupies a forest, hill, or

forest/hill hex, the Bombardment Value of enemy Artillery is halved, rounding up.

7.0 ACTIVATION PHASE

During a player's Activation Phase, the player spends Command Points (CP) to activate his units. The activated units are then able to participate in the Movement and Combat Phases.

7.1 COMMAND POINTS

Each player has a base number of Command Points (CP) per the scenario rules. The acting player will roll one die to determine if they receive extra CP:

On a roll of 6, the player receives no extra CP.

If the roll exceeds the Army Commander's Initiative Rating but is less than 6, that player receives one extra CP.

If the roll is less than or equal to the Army Commander's Initiative Rating, the player receives CP equal to the die roll.

If there is no Army Commander then no roll is made.

A player's base CP may be reduced in the following

circumstances:

-2 after a player has permanently lost at least 20 Strength Points of Infantry/Cavalry.

-2 if the Army Commander is eliminated.

-1 if a Corps Commander is eliminated.

A player’s base CP may never be reduced below

one.

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7.2 SPENDING COMMAND POINTS

A player may spend all of the total CP available on their turn. CP is not saved or carried over from

turn to turn. Note that Leaders activate with their Division/Corps and Union forces do not have 4 or 5

CP Activations.

CP is spent in the following

manner:

1 CP: Activate any one Leader, or one Combat Unit attached to the Army Commander.

1 CP: Activate one Brigade, if it passes a Quality Check.

2 CP: Activate one Brigade.

2 CP: Attempt to activate an entire Division. Each Brigade must pass a Quality Check to activate. Units in Command [7.3] subtract one (-1) from the roll.

3 CP: Activate all units in a Division provided they are in Command; units Out of Command are activated if they pass a Quality Check.

4 CP: Attempt to activate all Divisions under a Corps Commander, rolling for each Division. If the roll is less than or equal to the Division Commander's Initiative Rating, all units for that Division are activated. Division Commanders in Command (7.3) subtract one (-1) from their die roll.

5 CP: Activate all Combat Units in all Divisions under a Corps Commander, provided the Divisional Leaders are in range of the Corps Commander. Divisions out of range are only activated if they roll less than or equal to the Divisional Leader's Initiative Rating. Units directly attached to a Corps Commander may be Activated by using the same rules as for Activating a Brigade (1 or 2 CP) or they will be Activated along with all the other units in the Corps by expending 4 or 5 CP.

7.3 UNITS IN COMMAND/OUT OF

COMMAND

Brigades are in Command when their Divisional Leader is within a number of hexes equal to the Leader's Command Range. Combat Units outside

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of the range are Out of Command. If a Combat Unit is Out of Command:

The Combat Unit must pass a Quality Check to potially be activated.

Combat Units that pass the Quality Check must roll a die and subtract one (-1) from the result. If the modified result is 0, the unit has only one Movement Point (MP). Any other result will indicate the number of MPs available to the unit in the Movement Phase.

7.4 ARMY COMMANDER BONUS

Units within the Army Commander Command Range cost one less CP to activate but never less than one. Leaders within range of the Army Commander subtract one from all rolls when testing their Initiative Rating. The Army Commander Bonus is applicable only if the Army Commander has NOT moved in the current turn.

7.5 NON-ACTIVATED UNITS

If a unit fails an activation roll, there is still a chance that the unit may move. Roll one die and subtract two from the result. If the modified result is "0", the unit has one Movement Point (MP). Any other result will indicate the number of MPs (Exception below.) the unit will have available in the Movement Phase. The unit cannot move into an enemy’s Zone of Control. If a 6 is rolled, the unit may not move.

7.7 REINFORCEMENTS

Reinforcements will be scheduled to arrive on a given turn as specified in the scenario rules. At the start of the owning player's Activation Phase, the player will role one die to determine if the reinforcements arrive as scheduled:

On a roll of 4 or greater, they arrive as scheduled

On a 2 or 3, they arrive the next turn

On a 1, they arrive in two turns; any future scheduled reinforcements that are to arrive in that same hex are automatically delayed the same amount of time, i.e. two turns. A roll is made only on the original turn the unit was scheduled to arrive. Reinforcements that

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arrive are placed on the entry hex, ignoring stacking limits for that hex only on the turn of arrival. Two CP may be spent instead of a die roll to automatically have the units arrive on time

8.0 MOVEMENT PHASE

During a player's Movement Phase, the player may move any, all, or none of their activated units and Leaders. Each in Command Infantry Unit has five Movement Points (MP); in Command Cavalry Units and Leaders have nine MP, and Out of Command Combat Units must roll for MP per 7.5. Units move one at a time, one hex at a time. You cannot begin one unit's movement, then move another, then return to the first. Units cannot share, split, or save MP. Each hex entered requires the expenditure of Movement Points as defined on the Terrain Effects Chart; modifiers from terrain are cumulative.

8.1 STACKING

More than one friendly Combat Unit may occupy a hex. A maximum of 10 Strength Points (SP), combined for Infantry and Cavalry, may occupy and move through a single hex. An unlimited number of Leaders may occupy a hex, and one Artillery counter may occupy a hex regardless of

friendly Infantry/Cavalry stacked in the same hex.

If a hex is over-stacked, at the end of the

Movement Phase each unit suffers one step loss.

8.2 ZONES OF CONTROL

Each unit exerts a Zone of Control (ZOC) into the six hexes adjacent to it. An Enemy Zone of Control (EZOC) has certain effects on movement and combat.

8.3 ENTERING AND EXITING THE ENEMY

ZONE OF CONTROL (EZOC)

A Combat Unit that enters an EZOC ceases

movement for the phase. On subsequent turns the

Combat Unit may exit the EZOC, but upon doing so

it must make a Quality Check. If the Check fails,

the Combat Unit still moves, but takes a step loss. Combat Units may move directly from one EZOC hex to another but this still triggers a Quality Check (because it is leaving an EZOC), and causes

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the Combat Unit to cease movement (because it is entering an EZOC).

8.4 ENEMY LEADER

A Leader does not exert a Zone of Control. If

entering a hex with an Enemy Leader by itself, roll

a die: if the result is 3 or more, the Leader retreats one hex. If the roll is less than 3, the Leader is Captured; see 10.1 and 11.1.

8.5 RIVERS

Rivers are impassable, but sometimes land is depicted on either side of the river in one hex. If this is the case a unit is considered to be on the side of the river from which they entered the hex and cannot be attacked by units on the other side. They can be targeted normally by Artillery.

9.0 COMBAT PHASE

During a player's Combat Phase, activated Combat Units must attack all adjacent enemy units. This is mandatory. All enemy Combat Units adjacent to activated Combat Units must be attacked and all activated friendly Combat Units adjacent to enemy Combat Units must attack. Each enemy Combat Unit can be attacked only once in a Combat Phase, and each attacking Combat Unit may attack only once. Multiple friendly Combat Units adjacent to the same hex may attack that hex together; multiple enemy hexes may be attacked by the Combat Units in a single friendly hex. After the acting player has declared all combats, the player resolves them in any order that they choose. Combats are resolved by performing the following steps in order:

Artillery Placement

Defensive Fire

Modifier Calculation

Die Rolls

Retreats and Advances

9.1 ARTILLERY PLACEMENT

If the Defender has any Artillery counters that

were not placed during the Bombardment Phase, he may attempt to place one counter in the hex being attacked by rolling one die. On a 3 or less, the counter is placed and will add its "0" range

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Bombardment Value to the Defender's Combat Strength. If the Artillery counter is not placed it may be eligible for placement in a different hex or on the following turn. The placement restrictions in rule 6.1 apply.

9.2 DEFENSIVE FIRE

Each defending Combat Unit may perform Defensive Fire against attacking enemy Combat Units. Each attacking Combat Unit may be fired upon once. The defending player indicates which Combat Unit will fire on which enemy Combat Unit and then the attacking player will make a Quality Check for that Combat Unit, subject to the following modifiers:

+1 if Attacker in clear terrain

+1 if firing unit's Quality Rating is four or more

+1 if Attacker is Damaged

-1 if Defender is Damaged

-1 if firing unit's Quality Rating is one or two

-1 if unit being fired upon has a Quality Rating of four or more

-1 per additional unit involved in the attack

-1 if Attacker in forest terrain

If the Check fails, the attacking Combat Unit takes

a step loss. Regardless of the result, the defending

Combat Unit may not perform Defensive Fire against additional enemy Combat Units. Regardless of the results of the Defensive Fire the attack will continue unless the attacking Combat Unit was Shattered. You cannot call off the attack if the odds are now unfavorable.

9.3 COMBAT

After resolving Defensive Fire, determine the Combat Table odds. To do so, compare the SP of all attacking Combat Units to that of all defending Combat Units and Artillery Units (see 9.1) and express it as a ratio. Find this ratio on the Odds Table. If the ratio falls between two columns of the Odds Table, round to the left. Apply additional column shifts per the Player Aid Card:

If the Odds are 1:4 or worse, all Attackers automatically take a step loss and no Quality Checks are made.

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If the Odds are 6:1 or better, all Defenders automatically take a step loss and must retreat; no Quality Checks are made. In all other cases, the Odds Table will indicate the modifier to the Attacker’s and Defender’s Quality Checks.

9.4 DIE ROLLS

For each participating Combat Unit, the owning player makes a Quality Check, rolling the die once and applying the modifier from the Odds Table. Check the result against the Quality Rating of each Combat Unit:

If it is less than the Combat Unit's Quality Rating, there is no result.

If it is equal to the Combat Unit's Quality Rating it must retreat one hex.

If it exceeds the Combat Unit's Quality Rating, the Combat Unit takes a step loss. If it is a defending Combat Unit and the original, unmodified die roll exceeds the Combat Unit's Quality Rating, it must also retreat one hex. Do not apply modifiers to a natural roll of "1" or

"6."

9.5 RETREATS AND ADVANCES

The side that takes the most hits in battle must retreat. If damage is equal, neither side retreats. Combat Units forced to retreat as a result of Combat must move one hex away from all adjacent enemy Combat Units. Leaders must retreat with the Combat Units in their hex. When retreating, a Combat Unit forced to enter an EZOC must pass a Quality Check. If unable to do so, the Combat Unit is Shattered. If the Defender's hex contains no Combat Units, at least one surviving attacking Combat Unit must enter that hex, if possible:

If there is an Artillery counter in the hex, roll one die: on a 1-3 it is Destroyed; on a 4+ it is removed and rolled for during Recovery.

9.6 LEADER LOSS

After a battle, roll two dice for each Leader in the combat. On a 2, 11, or 12 the Leader is eliminated.

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10.0 RECOVERY PHASE

After both players have resolved their individual player Phases, they will simultaneously resolve the Recovery Phase, replacing Leaders that were Eliminated, attempting to rally Shattered Units, and removing Artillery counters.

10.1 LEADER REPLACEMENT

When a Leader is Captured or Eliminated, the enemy scores Victory Points (VP) per 11.1. After resolving Victory Points, place the Leader counter, with its Replacement side up, two turns ahead on

the Turn Track. At the start of that turn, place the Replacement Leader in a hex with any Brigade hex controls. If no qualifying Brigade is available, the Replacement Leader is not placed, nor is he considered lost for the purposes of Victory Points. In the interim, the Division may not be activated as

a whole, although individual Brigades may be

activated using CP. Replacement Leaders, if lost, are permanently eliminated. The Combat Units are now considered to be led by the Army Commander.

10.2 RALLYING SHATTERED UNITS

Combat Units that were Shattered in the current game turn are rallied by making a Quality Check, rolled against the Combat Unit’s highest possible Quality Rating. Note that if the unit was previously Shattered that day (in other words, if it has been Shattered and rallied previously that day), then it is permanently removed. If the check succeeds, place the Combat Unit back on the map with its Damaged side up, subject to the following limitations:

It must be within three hexes of its Division Commander.

It must not be adjacent to any enemy units.

It must not be within effective range of any enemy Artillery (i.e. if an Artillery counter has a Bombardment Value above "0" for that range then it has range to that hex).

If it cannot fulfill these conditions, the unit is

permanently eliminated, scoring VP for the enemy.

If the Quality Check fails, it is likewise permanently eliminated, scoring VP for the enemy.

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10.3 REMOVING ARTILLERY

All Artillery counters are now removed from the game board. Roll one die for each counter to determine its availability on future turns:

1-4: Available next turn

5: Available in two turns

6+: Available in three turns

Add +1 to the die roll if Confederate, +1 if the Artillery fired at range "0" or "1" this turn, and +2 if the unit was removed due to Counter Battery Fire.

11.0 VICTORY PHASE

During the Victory Phase, players check to see if they have satisfied any automatic Victory Conditions specified in the scenario rules, if applicable. Otherwise, this Phase is relevant only on the last turn of the game.

11.1 VICTORY POINTS

Victory is determined at Game End per the game rules, by comparing Victory Points (VP) earned throughout the game:

1 VP: Every three Damaged Brigades

1 VP: Each Brigade that is permanently lost.

1 VP: Each Destroyed Artillery.

3 VP: Capturing the Baggage Train (see

12.0).

1 VP: Eliminated or Captured Leaders with

a combined Bonus and Quality Rating of two or less.

2 VP: Eliminated or Captured Leaders with

a combined Bonus and Quality Rating of

three.

3 VP: Eliminated Leaders with a combined Bonus and Quality Rating of four or more.

Geographic Victory Points as defined by the scenario.

12.0 BAGGAGE TRAINS

Each side has one Baggage Train. The counter has two sides: Active and Inactive. While it is Active all friendly units within three hexes (don’t count the Baggage Train’s hex; do count the friendly unit’s hex) receive +1 to their Quality. The Baggage Train

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may be moved, with a movement value of four MP and at the cost of two CP. Flip the counter to its Inactive side after moving. The Baggage Train may be flipped back to its Active side by spending two CP. If an enemy unit is within two hexes, it costs only one CP to activate and move the Baggage Train. While Inactive the Baggage Train grants no bonus and cannot move. For stacking purposes, it counts as an Infantry Brigade. The Baggage Train may begin a scenario on Active. You may capture a Baggage Train by defeating it in combat.

13.0 NIGHT

During Night turns, as defined in the scenario rules, Combat Units may move one hex. They may attempt to move a second hex by passing a Quality Check. No attacks can be made during Night turns. Shattered units may be rallied and Leaders replaced. Otherwise nothing else occurs.

14.0 OPTIONAL BRIGADIER

PERSONALITY RULES

If both players agree, apply the following restrictions depending on Personality Ratings listed on the counters:

(A) Aggressive: Brigade must be moved toward the nearest enemy; if equidistant the acting player chooses.

(C) Cautious: Brigade must move away from enemy and cannot enter EZOC during movement.

(P) Prudent: Brigade cannot move.

(W) Wild Card: No restrictions.

These affect play only when results of 2, 3, or 10 are rolled on the Random Events Table. Corps and Division activations are subject to the same rules as above, but activated Combat Units follow the personality of the Corps/Division Commander, overriding the Personality Rating for individual Brigades.

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SCENARIOS

CRUEL MORNING: SHILOH 1862

INITIATIVE

On turn one, the Confederates always have the initiative.

BATTLE SURGE

Confederate Units have a column shift to the right on the first three turns of any scenario starting on April 5 or 6. Attacking Union Units have a column shift to the right on the first two turns of April 7.

GRANT

He always arrives as scheduled. Units that accompany him may however be delayed.

JOHNSTON AND BEAUREGARD

Johnston functions as an Army Commander for CP roll purposes. Both Leaders are Army Commanders for all other purposes. If Johnston is lost, Beauregard takes his place. Johnston is killed on a roll of 2, 3, 11, 12 for purposes of Leader loss. Confederates still suffer a -2 to their base CP but Beauregard’s initiative is used for bonus CP.

WEBSTER

This is a special Artillery unit that, once in place, is not removed during phase 10.3. If it is the sole remaining unit in the hex as per 9.5, it is Destroyed.

47 TH TENNESSEE

Flip one unit in Polk’s I Corps to full strength at 10am on April 7. If none are available then flip any infantry unit in the army.

GUNBOATS

These are artillery counters that may be fired only from Tennessee River hexes.

ARTILLERY RECOVERY

When rolling for Artillery recovery, the die roll is +1 for both sides.

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VICTORY POINT HEXES

Victory Point hexes are marked on the map with white stars:

F07

1

K04

1

K09

1

M05

1

N09

1

Q08

1

O11

5

V08

5

A01

5

B01

5

Victory Round down for ratios.

Decisive Confederate Victory (3 to 1 VP ratio or automatic victory conditions):

Grant has been smashed and his career ruined. The Union offensive has been halted.

Solid Confederate Victory (2 to 1 VP ratio):

The Union must retreat further north. Plans to take Corinth and Memphis have received a grievous set back. Grant is removed from command

Minor Confederate Victory (less than 2 to 1 VP ratio):

Grant is removed but the Union remains in place and ready to attack Corinth. The advance though has been delayed.

Minor Union Victory (less than 2 to 1 VP ratio):

Historical result. Grant remains in command but Halleck has come to direct the overall offensive. The advance on Corinth is ponderous.

Solid Union Victory (2 to 1 VP ratio):

Grant becomes a hero and plays a greater part in the drive on Corinth. The city falls sooner than in history.

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Decisive Union Victory (3 to 1 VP ratio or automatic victory conditions):

The Confederate army is wrecked and Corinth is abandoned and with it Memphis. The fall of Vicksburg is a mere question of time.

Historical Battle

Shiloh was among the most famous, dramatic, and bloody battles of the war. It was arguably the Union’s fight to lose. Buell’s Army of the Ohio was close at hand. The Confederate army was poorly placed, woefully inexperienced, and dreadfully armed. Yet, the Union had failed to fortify their camp or place pickets. The battle that raged ended in a Union victory, but a costly one. The Union advance on Corinth was delayed and Ulysses Grant was discredited. Through luck and political connections he remained in the field, but the ghosts of Shiloh haunted him until his triumph at Vicksburg.

Duration Starts at April 6, 1862, at 7am and ends at 6pm on April 7.

Base CP Union base CP is 1. Add +3 CP when Grant arrives

and +2 CP when Nelson arrives. Confederate CP is

9.

Pittsburgh Landing If O11 is captured, Union reinforcements instead arrive at V08, 6 turns later than their scheduled arrival.

Lew Wallace and His Division When Wallace arrives, roll a die. On a 1-2, he arrives at N01. On a 3, he arrives at V08. On a 4-6, he arrives at 6pm at V08.

April 6 VP The Confederates score VP for K04, F07, and K09 at the start of the Night turn. This means these locations can be scored twice by the Confederates.

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Union Set Up

Army Commander (TN)

Grant Baggage

O11

1 st Division (TN/McClerland) McClernand L06

Hare

P06

Raith

J05

Marsh

M05

2 nd Division (TN/W.Wallace)

W. Wallace

O07

Tuttle

P10

McArthur

Q08

Sweeny

S09

4 th Division (TN/Hurlbut)

Hurlbut

L09

Williams

K08

Veatch

O08

Lauman

L09

5 th Division (TN/Sherman)

Sherman

J04

Hildebrand

J04

Buckland

J03

McDowell

K02

Stuart

E09

6 th Division (TN/Prentiss)

Prentiss

F07

Peabody

E05

Miller

F07

Artillery Available: Waterhouse, Hickenlooper

9am

Army Commander (TN)

Grant

O11

Artillery Division

Webster

O11

6 th Division (TN/Prentiss)

Reid

O11

Artillery Available: Gunboats

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12pm

Army Commander (OH)

Buell

O11

Artillery Available: Welker

3pm

3 rd Division (TN/L.Wallace) L. Wallace* Thayer* Whittlesey*

M. Smith *

4pm

4 th Division (OH/Nelson)

Nelson

O11

Ammen

O11

5pm

4 th Division (OH/Nelson)

Bruce

O11

6pm

4 th Division (OH/Nelson)

Hazen

O11

NIGHT

2 nd Division (OH/McCook)

A. McCook

O11

Gibson

O11

Rousseau

O11

Kirk

O11

5 th Division (OH/Crittenden)

Crittenden

O11

W.

Smith

O11

Boyle

O11

April 7, 1pm

6 th Division (OH/Wood)

Wood

O11

Garfield

O11

Wagner

O11

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Confederate Set Up

Commander (MS) Johnston

A01

Corps Commander (I) Polk

B02

1 st Division (I/Clark) Clark

B02

Russell

A02

Stewart

B02

2 nd Division (I/Cheatham)

Cheatham

A01

Stephens

A01

Johnson

A01

Corps Commander (II) Bragg

C02

1 st Division (II/Ruggles)

Ruggles

C02

Pond

D01

Anderson

C01

Gibson

C02

2 nd Division (II/Withers)

Withers

B03

Chalmers

A03

Gladden

B04

Jackson

B03

Corps Commander (III)

Hardee

D03

Cleburne

D02

Hindman’s Division (III/Hindman)

Hindman

C03

Shaver

C03

Wood

D03

Reserve Corps

Statham

B01

Clanton

A03

Artillery Available: Robertson, Shoup

Sean Chick

The Battle of Shiloh

13

Confederate Reinforcements

7am

Reserve Corps

Wharton

B01

8am

Commander (MS) Beauregard

B01

Reserve Corps

Breckinridge

A01

Trabue

A01

Bowen

A01

Forrest

A01

Artillery Available: M. Smith, Cobb

9am

Confederate Baggage B01

Better Confederate Attack Plan

The Confederates historically attacked in waves, which led to confusion as units mingled together. This considers an alternate and more rational attack plan. However, by taking the time to implement it, the Confederates do sacrifice a bit of their advantage in surprise.

DURATION Starts at April 6, 1862, at 8am and ends at 6pm on April 7.

BASE CP

APRIL 6 VP The Confederates score VP for F07, K04, K09, M05, Q08 at the start of the Night turn. This means these locations can be scored twice by the Confederates.

BATTLE SURGE Ignore Confederate battle surge.

Union Set Up is Historical.

Confederate Set Up

Commanders (MS) Johnston

C02

Beauregard

C02

Baggage

B01

Corps Commander (I) Polk

C08

1 st Division (I/Clark) Clark

B08

Russell

B07

Stewart

B08

2 nd Division (I/Cheatham)

Cheatham

D06

Stephens

C08

Johnson

D06

Corps Commander (II) Bragg

C02

1 st Division (II/Ruggles)

Union base CP is 1. Add +3 CP when Grant arrives

Ruggles

E03

and +2 CP when Nelson arrives. Confederate CP is

Pond

E03

9.

Anderson

F05

Gibson

E04

PITTSBURG LANDING If O11 is captured, Union reinforcements instead

2 nd Division (II/Withers)

arrive at V08, 6 turns later than their scheduled

Withers

F03

arrival time.

Chalmers

H04

Gladden

G04

LEW WALLACE AND HIS DIVISION When Wallace arrives, roll a die. On a 1-2, he arrives at N01. On a 3, he arrives at V08. On a 4-6, he arrives at 6pm at V08.

Jackson

F03

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Sean Chick

The Battle of Shiloh

14

Corps Commander (III)

April 6 VP

Hardee

F02

The Confederates score VP for F07, K04, K09, M05,

Cleburne

I01

Q08 at the start of the Night turn. This means these locations can be scored twice by the

Hindman’s Division (III/Hindman)

Hindman

H03

Shaver

H03

Wood

H02

Reserve Corps (Reserve) Breckinridge A02

Trabue

A02

Bowen

A01

Wharton

D03

Forrest

A03

Clanton

B10

Statham

B01

Artillery Available: M. Smith, Robertson, Shoup, Cobb

Attack on April 5

Originally, the attack was to happen on April 5. It was delayed when Daniel Ruggles’ division became lost due to bad staff work. This scenario looks at the South’s best chance to win, an attack made before the weight of the Army of the Ohio had arrived.

Duration Starts at April 5, 1862 at 12pm and ends at 6pm on April 6.

Base CP

Union base CP is 1. Add +3 CP when Grant arrives and +2 CP when Nelson arrives. Confederate CP is

9.

Pittsburg Landing If O11 is captured, Union reinforcements instead arrive at V08, 6 turns later than their scheduled arrival time.

Lew Wallace and His Division When Wallace arrives, roll a die. On a 1-2, he arrives at N01. On a 3, he arrives at V08. On a 4-6, he arrives at 6pm at V08.

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Confederates.

Union set up is historical with these exceptions

Commander (TN) Grant

M08

Union Reinforcements

1pm

Artillery Division

Webster

O11

Gunboats

5pm

6 th Division (TN/Prentiss)

Reid

O11

NIGHT

Commander (OH) Buell

O11

4 th Division (OH/Nelson)

Nelson

O11

Bruce

O11

Hazen

O11

Ammen

O11

3 rd Division (TN/L.Wallace) L. Wallace* Thayer* Whittlesey*

M. Smith *

April 6, 12pm

5 th Division (OH/Crittenden)

Crittenden

O11

W.

Smith

O11

Boyle

O11

Sean Chick

The Battle of Shiloh

15

Confederate Set Up

Commanders (MS) Johnston

D03

Beauregard

D03

Corps Commander (I) Polk

B02

1 st Division (I/Clark) Clark

B02

Russell

E03

Stewart

C02

2 nd Division (I/Cheatham)

Cheatham

F03

Stephens

B02

Johnson

F03

Corps Commander (II) Bragg

B08

2nd Division (II/Withers)

Withers

D05

Chalmers

C06

Gladden

D06

Jackson

D05

Corps Commander (III)

Hardee

G03

Cleburne

I01

Hindman’s Division (III/Hindman)

Hindman

G04

Shaver

G04

Wood

H03

Reserve

Breckinridge

A01

Trabue

A01

Bowen

B01

Wharton

J01

Forrest

A02

Clanton

B06

Artillery Available: M. Smith, Shoup

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Confederate Reinforcements

1pm

Confederate Baggage B01

Reserve

Statham

B01

Artillery Avaiable: Cobb

2pm

1 st Division (II/Ruggles)

Ruggles

A01

Pond

A01

Anderson

A01

Gibson

A01

Artillery Available: Robertson

Day 2: April 7, 1862

This scenario looks at the Union’s counterattack. After hours of fighting the Confederates were forced back to Corinth. While certainly a victory, the attack failed to be decisive. The Confederate army was intact and able to hold Corinth, and by default Memphis, for a few months longer. Not until Perryville, six months later, would the Rebels again fight in the open field and risk a disastrous battlefield reverse. Still, a victory was a victory. Grant and his army had survived the greatest test of their lives.

Duration Starts at April 7, 1862 at 9am and ends at 6pm on April 7.

Base CP Union base CP is 5. Confederate is 7.

April 6 VP Confederates have already scored 4 VP on April 6.

Confederates Ready For -1 VP, the Confederates can ignore Union Battle Surge on the first 2 turns.

Asterisk Any unit with an asterisk starts the battle flipped.

Sean Chick

The Battle of Shiloh

16

Union Set Up

Commander (TN) Grant

Q07

Grant Baggage

O11

Artillery Division (Artillery)

Webster

O11

4 th Division (OH/Nelson)

Nelson

K08

Bruce

K08

Hazen

L08

Ammen

K09

5 th Division (OH/Critteden)

 

Crittenden

L08

1 st Division (TN/McClernand)

W. Smith

L08

McClernand O07

Boyle

L09

Hare*

P09

Raith*

N11

Marsh*

O07

2 nd Division (TN/W.Wallace)

W.

Wallace*

R08

McArthur*

R08

3 rd Division (TN/L.Wallace)

L. Wallace

R06

Thayer

R06

Whittlesey

S05

M. Smith

Q06

4 th Division (TN/Hurlbut)

Hurlbut

N08

Williams*

N08

Veatch*

M08

Lauman*

Q07

5 th Division (TN/Sherman)

Sherman

P07

Buckland*

Q07

McDowell*

Q08

Stuart*

P07

6 th Division (TN/Prentiss)

Prentiss*

P07

Reid*

P07

Commander (OH) Buell

M08

2 nd Division (OH/A.McCook)

A.

McCook

M07

Gibson

O09

Rousseau

M07

Kirk

N09

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Artillery Available:

Welker, Gunboats

Waterhouse, Hickenlooper,

Union Reinforcements

1pm

6 th Division (OH/Wood)

Wood

O11

Garfield

O11

Wagner

O11

Union Eliminated Units

6 th Division (TN/Prentiss) Peabody Miller

2 nd Division (TN/W.Wallace) W. Wallace Tuttle Sweeny

5 th Division (TN/Sherman) Hildebrand

Union Captured Units

6 th Division (TN/Prentiss) Prentiss

Confederate Set Up

Commander (MS) Beauregard

K03

Confederate Baggage (Inactive)

K03

I Corps (I) Polk

F07

Sean Chick

The Battle of Shiloh

17

1 st Division (I/Clark) Clark*

I07

Russell*

M04

Stewart*

I07

2 nd Division (I/Cheatham)

Cheatham

B02

Stephens*

A01

Johnson*

B02

II Corps (II) Bragg

K03

1 st Division (II/Ruggles)

Confederate Eliminated Units

Commander (MS) Johnston

1 st Division (I/Clark) Clark

Options

Below are options that give players a different experience and the chance to investigate alternative history. There are no options for Day 2. Unless noted, the options below can be used for any non-Day 2 scenario.

Ruggles

M05

Pond*

O03

Fort Donelson Division

Anderson*

M05

The fall of Fort Donelson was a disaster made

Gibson*

O04

worse by the failure of the garrison to escape.

2 nd Division (II/Withers)

Grant failed to keep up a tight watch on his prisoners, allowing hundreds to escape, but it

Withers

F09

could have been even more if not for the errors of

Chalmers*

E09

the Confederate high command. This scenario

Gladden*

F09

supposes some of the troops made it out with

Jackson*

E07

Forrest and accompanied Johnston to Shiloh.

III Corps (III) Hardee

H08

Apply to any scenario except for Day 2. For -2 VP, the Confederates start off with these units.

Cleburne*

H06

Cleburne is now part of Hindman’s division.

Hindman’s Division (III/Hindman)

Hindman

L05

Shaver*

L05

Wood*

O05

Reserve Corps

Breckinridge

K05

Trabue*

K05

Bowen*

H08

Wharton

P04

Forrest

I10

Clanton

B10

Statham*

I06

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Historical

B.

Johnson

A04

Gregg

A04

Baldwin

B04

Drake

A04

Better Confederate Attack Plan

B.

Johnson

H01

Gregg

H01

Baldwin

G01

Drake

F02

April 5

B.

Johnson

G03

Gregg

G03

Baldwin

E04

Drake

F04

Sean Chick

The Battle of Shiloh

18

Earl Van Dorn Crosses the Mississippi River

In the weeks after Fort Donelson, Beauregard discussed with Earl Van Dorn a plan to bring his 16,000 man Army of the West to Corinth. Van Dorn did not accept the offer until after his defeat at Pea Ridge. This variant looks into Van Dorn arriving in time to aid the Confederates, but not with his full force. Sterling Price remains to guard Arkansas with a little under half of the army. Van Dorn’s army is eager, but poorly armed, poorly trained, and suffers from mediocre small unit commanders.

Apply to any scenario except for Day 2. For -7 VP, the Confederates receive these reinforcements.

Historical

10am

Commander (West) Van Dorn

A01

McCulloch’s Division (West/McCulloch) McCulloch A01

Hebert

A01

McNair

A01

McIntosh

B01

Greer

B01

11am

Little’s Division (West/Little)

Little

A01

Slack

A01

Rives

A01

Gates

B01

Artillery Available:

Landis

Better Confederate Attack Plan

9am

Commander (West) Van Dorn

A01

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McCulloch’s Division (West/McCulloch) McCulloch A01

Hebert

A01

McNair

A01

McIntosh

B01

Greer

B01

10am

Little’s Division (West/Little)

Little

A01

Slack

A01

Rives

A01

Gates

B01

Artillery Available: Landis

April 5, 3pm

Commander (West) Van Dorn

A01

McCulloch’s Division (West/McCulloch) McCulloch A01

Hebert

A01

McNair

A01

McIntosh

B01

Greer

B01

4pm

Little’s Division (West/Little)

Little

A01

Slack

A01

Rives

A01

Gates

B01

Artillery Available: Landis

Island No. 10

While Shiloh was being fought, the Union was concluding a successful siege of Island No. 10. This scenario supposes that Beauregard strips the defenses of Island No. 10 and takes some troops away from Fort Pillow. The division formed, though, is not in great shape. It would have been led by John P. McCown, who was lethargic and out of his depth. More importantly, his men were sick and poorly armed. Beauregard’s move is risky, for it would free part of John Pope’s Army of the Mississippi to possibly reinforce Grant.

Sean Chick

The Battle of Shiloh

19

Apply to any scenario except for Day 2. In each scenario the Union secretly rolls for each unit. On a 1, the player secretly rolls two six-sided dice, and the unit arrives at O11 in the resulting number of turns. If Pope does not arrive, all divisions are considered to be under Grant. The Union rolls for Pope and the divisions led by Paine, Hamilton, Palmer, Stanley, and Plummer. No more than two divisions may arrive. The order in which divisions are rolled for is not set.

Historical

6am (arrive as reinforcements) I Corps, 1 st Division

McCown

A01

Gantt

A01

Walker

B01

Mackall

B01

Better Confederate Attack Plan

McCown

B05

Gantt

B05

Walker

B06

Mackall

B06

April 5

McCown

B03

Gantt

B03

Walker

B04

Mackall

B04

Confederate Flanking Forces

The Confederates could have tried to flank the Union army, creating a less congested attack frontage but also risking coordination failure, always a risk in warfare and much more so in the Civil War. This gives the Rebels options outside of simply bulling through the Union lines.

Bragg’s Corps can arrive at A12. At the start of turn one, roll a die. On a 4, Bragg arrives with Withers’ division. On the following turns Ruggles will arrive with his division and Robertson Artillery, on a roll of 3-6. These rolls are made each turn. This can be used in the Historical Battle scenario. Counters for Polk’s entire I Corps may be placed anywhere in the indicated Historical scenario starting positions.

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Polk can arrive at N01. Each turn roll a die. On a 4- 6, Polk arrives with Clark and his division as well as the M. Smith artillery. The following turn, Cheatham arrives with his division on a roll of 4-6. These rolls are made each turn. May be used in the Historical Battle scenario. Place the counters for Breckenridge’s Reserve Corps freely among Polk’s Corps’s starting positions for the Historical Battle scenario.

Pittsburg Landing: Headquarters Army of the Tennessee

Instead of being at the front, Grant was back in Savannah in a mansion, preferring comfort to camp life. To be fair he wanted to be in direct contact with Buell, but he also failed to inform Buell of his plans and the army’s placement. He failed to have his men post sentries or fortify, which allowed the army to be taken by surprise. Grant redeemed himself once the battle started, but his overconfidence and laziness on the eve of the fighting was among his gravest blunders. Shiloh was to Grant what Marengo was to Napoleon.

Apply to any scenario except for Day 2. For -3 VP, the Union base CP is +3. Place Grant at O11. Wallace’s division arrives at 10am at V08, but all Army of the Ohio reinforcements are delayed 2 turns. The Confederates do not get Battle Surge.

Henry Halleck in Command

After Shiloh, Henry Halleck took personal command at Pittsburgh Landing. This scenario considers if Halleck had done this earlier. Halleck was meddlesome and cautious, but would have brought a large staff. He was also less likely to be completely surprised by the Confederates.

Replace Grant with Halleck in any scenario. The Confederates do not have the Battle Surge and Union base CP is +4.

Sean Chick The Battle of Shiloh 20

Sean Chick

The Battle of Shiloh

20

Charles F. Smith in Command

Smith was widely considered one of the best generals in the early war. He was a favorite of Halleck and was being groomed for army command. Smith replaced Grant after Fort Donelson, but Grant was restored after public outcry. Before Smith handed command back to Grant he suffered an injury that led to a lingering death. His main effect on Shiloh was negative: he encouraged Grant in his belief that the Rebels were still at Corinth. His division was led by William Wallace in his absence. Wallace fought well at Shiloh but suffered a mortal wound in the fighting.

Replace Grant with C. F. Smith, or replace W. Wallace with C. F. Smith in any scenario.

This scenario supposes Grant is on the field and ready for a Confederate attack.

Place Grant at O11. Union base CP is 4. The Confederates do not get Battle Surge. Union VP are -2.

Nelson Arrives

Nelson wanted to bring his division forward on April 5, but Grant decided to keep him back in Savannah. Grant was ailing from an accident and feeling overconfident. It was one of the many errors he made on the eve of battle.

Apply to any scenario except for Day 2 and April 5. For -2 VP, the Union may add these units.

4 th Division (OH/Nelson)

Nelson

O11

Bruce

O11

Ammen

O11

9am

Hazen (OH/Nelson)

O11

Lew Wallace Takes the River Road

The most direct route from Crump’s Landing to Pittsburg Landing was the River Road. Grant did

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not tell Wallace to take it on April 6. This scenario supposes that Wallace arrives early.

L. Wallace arrives at V08 at 11am. The Union starts with -1 VP.

Don Carlos Buell at Crump’s Landing

Buell could have been ferried to Crump’s Landing and from there made a possible flank attack. While not considered during the battle, it is an interesting possiblity.

You can apply this to any scenario except for Day 2 and April 5th. Place Buell and the divisions of Nelson and Crittenden at Crump’s Landing. At 2pm, roll 1d6. On a 1-3, Nelson enters at V08. On a 4-6, he enters at N01. Buell, L. Wallace, and Crittenden will follow the next turn and enter wherever Nelson entered. At the beginning of the game the Union player may secretly decide to send Buell, Nelson, and Crittenden to H01. On each daylight turn of Day 2 make a roll, Nelson enterw on a roll of 5-6. Buell and Crittenden will then enter the following turn. McCook always arrives per the regular reinforcement schedule.

Army of the Ohio and the Transports

Grant and the navy bungled their use of transports on April 6, which delayed Buell.

All Army of the Ohio reinforcements arrive 3 turns earlier. The Union starts with -4 VP.

Sean Chick

The Battle of Shiloh

21

Credits

Game Design: Sean Chick

Art Design: Jose Faura

Developer: Robert Schexnayder

Editing: Beck Snyder

Special Thanks: Jo Bader, Daniel Chick, Joseph A. Rose, Tom Russell, Judd Vance

This game is dedicated to Joseph A. Rose, who gave me many ideas for scenarios.

christy okane (Order #18077923)

christy okane (Order #18077923)