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Player Information
I. Weather
Weather varies by the month of the year. In hot weather there is good
potential for straggling on any march. With rain, movement may be
slowed and fords may become impassable. When the weather is
freezing some attrition will be suffered during any movement.
• ROADS - There are two types of roads - major and secondary. Major roads
are well laid and generally hard surfaced. They always cross water at a
bridge. Secondary roads are usually dirt and typically cross water at fords.
• RAILROADS - These are primarily used for supply purposes but may also
be used as secondary roads. They always cross water on bridges. Also used
for rail movement.
• MAJOR RIVERS - These are generally impassable without long delays
except at fords and bridges.
• MINOR RIVERS - These are generally difficult to cross other than at fords.
• MOUNTAINS - These are areas of extremely rough or impassable terrain.
• FOOTHILLS - These are very hilly areas which would be very difficult to
cross when not on a road.
• WILDERNESS - Heavily wooded areas that have not been developed.
Difficult to move through, easy to hide in.
• PASSES - These are the roads that cross mountain areas.
• TOWNS - These are typically a small collection of buildings which serve as a
local market center.
• CITIES - These are usually fairly large areas that serve as regional market
centers.
V. Formations
1. March Formations
When a unit is marching it will be spread out as indicated below. Infantry regiments
in normal and forced march will be in "route columns" formation, with stands one
inch apart in column formation. On the tabletop regiments in this formation move 20
inches on roads, 12 inches in open, 6 inches in broken and 3 inches in rough. A
disorder roll is needed to go to any other formation. The unit may not fire and saves
from enemy fire on a "1". Its morale effect is as skirmishers. In cautious march
regiments are in march column.
• Normal March
1. Each regiment occupies about 400 yards
2. Each brigade is separated by 250 yards
3. Each gun section occupies 150 yards
4. Each wagon in the train occupies 150 yards
5. Advance and rear guards add 500 yards to the length of the column.
6. Guns are grouped in front of the wagon train.
7. One regiment forms the advance, and one the rear guard.
• Cautious March
1. Regiments occupy about 250 yards
2. Each brigade is separated by 100 yards
3. Each gun section occupies 125 yards
4. Guns accompany their assigned regiment, if applicable.
5. Each wagon in the train occupies 150 yards
6. One regiment is advance guard, one is rear guard.
• Forced March
1. Each regiment occupies 400 yards
2. Each brigade is separated by 100 yards
3. Each gun section occupies 125 yards
4. No rear or advance guard
• Non Moving Formations
o Hold March - Unit forms trains off roadway and deploys around
them, one brigade to front and one to the rear. The rest camp near
the wagons. This force occupies the distance of their supply trains.
There is little or no delay if ordered to resume their march.
o Ravage - Units will be quite spread out. Artillery and supply trains
will be at a central location, otherwise regiments will be scattered
through the settled areas performing their duties in disorder.
o Formed - Set up as player desires.
2. Size of units
Units may be reduced in size due to previous casualties or straggling. Each
regiment or battery that has forced marched, marched in hot weather, or
marched while tired will be subject to straggling. The longer a unit has
marched under adverse conditions the greater will be its straggling. Losses
due to straggling will be determined prior to the table battle.
3. Maps
Maps: Each player will be given a set of two or three maps of the battle area.
1. The Grand Map - This is a large scale map showing the hexes, the
campaign terrain and the forces known to the player. This will
usually cover ten or more hexes.
2. The Hex Map - This will show the terrain in the hex where the battle
takes place. The actual detail on these maps will vary depending on
the circumstances. From these maps the defender selects the terrain
on which the battle will occur. These maps may be used to order
flank marches and will show the position of the unit's trains.
3. The Table Map - This is the detailed tabletop terrain map.
4. Battlefield Losses
1. There are four types of potential losses in any battle:
1. Routers, some of whom may never return.
2. Walking wounded, who immediately return to the unit.
3. Lightly wounded, who are carried on ambulances to local
hospital facilities. A percent of these may eventually return
to the unit.
4. Seriously wounded and killed, who are permanently lost.
2. Any unit that suffers losses in a tactical battle will have significantly
more of its troops returned if it stays on the field the day following
the engagement, whether the battle is won or lost.
3. Guns lost can only be replaced by captured guns or moving the unit
to the capital to pick up any available replacements. A unit may
never have more than its original gun assignment. Additional
captured guns may be sent to a depot for storage for later use.
4. If your forces loose a battle there may be additional people and
equipment captured and a potential morale deficit.
5. During a battle a player may declare a rout. The battle will end in a
random number of turns after the declaration ( one to six turns).
The looser will probably have additional losses, including supply
trains, beyond those suffered in the battle.
6. Units that force march into a battle will probably suffer straggling of
troops and guns.
7. Units that suffer losses will retain those losses throughout the
campaign.
1. Formation
1. Column - Unit may use roads
2. Formed - Unit may not use roads
2. Terrain
1. Roads - two types
Major Roads (pikes)- Hard Surfaced and graded.
Secondary Roads and railroads - Considered soft surfaced
for foot movement (subject to delays).
2. Cross Country
Clear - Farm land and small lanes
Wilderness - some paths, but easy to get lost
Foothills - rugged, difficult terrain
Mountains - Impassible.
3. Fords
Most secondary roads cross water at fords.
3. Move Distances
o In Column Formation
o While Formed
In clear terrain: Infantry = 6; Cavalry = 10
In wilderness areas: Infantry = 3; Cavalry = 5
In foothills: Infantry = 1; Cavalry = 2
o Losing a battle
o Good commanders
o Imperative orders*
o Clear and present danger
o Luck
*(Imperative orders always work the first time, but with each subsequent use
they become less effective as motivaters.)
To form or unform a unit will generally take about four miles away from the
march.
Units may be ordered to march at night, but it can be done only at the
normal or cautious rate, and counts as a forced march fpr aatigue and
stragglers.
When available railroad trains take about a day to load a unit, about a day to
unload a unit, and move at a rate of about 80 miles a day. Infantry may load
anywhere on a rail line, but everything else must load or unload in a town,
city or rail junction. It may take some time to gather sufficient railroad
trains to begin rail movement. A similar procedure is available to the Union
with sea transport.
4. Fatigue
Units will suffer fatigue if they are ordered to march for a number of days in
a row. Although it will vary by unit, more than six days of continuous
cautious or normal marching, or more than two days of forced marching will
cause problems for the unit beyond those normally suffered. For cavalry,
more than six (or so) days of continuous operation (meaning having to move,
picket, etc.) will have a similar effect. A battle is considered a day of forced
marching. To recover from fatigue, infantry must spend one day "in camp"
(not moving) and in supply. Cavalry must spend one day "in camp" in a
friendly town or city, or with the army reserve. If involved in a battle, units
will have morale detriments when they force march over four miles that day.
Units that are tired will have straggling, with the longer they march tired, the
more straggling. Moving tired has an especially severe impact on artillery.
5. Occupying space
When not marching any number of units may occupy one hex. However,
when moving on roads each unit and its trains occupy a certain lengthof
roadway. When a unit is marching on a road it cannot move throughor be
moved through in any direction by other marching units.
Cavalry brigades always occupy one hex while marching.
Marching units occupy a variable amount of space depending on their size.
Each brigade (or supply train) occupies one and one third miles of roadway
when operating independently. A division, regardless of its composition,
occupies four miles of roadway (one hex).
If two or more roads occupy the same hex, then that number of units may
march through the hex at the same time.
6. Scouting
What is seen and who can see it, and how they determine what they see are
based on the following:
o Any military Unit:
1. Forced March - What is on the road.
2. Normal March - What is in the hex passed through.
3. Cautious March - Hex they move through, hex to each side
if it contains a road. Plus a chance to see into adjacent hex.
4. Deployed - Hex in and all adjacent hexes. After one day
deployed, know what is within eight miles
o Cavalry only:
0. Scout/Screen - May scout or screen one hex per regiment in
the brigade.
1. Picket - Main body stays in one place, important locations
are picketed by small groups. If they see anything they will
report to the main body. There is a chance they will be
captured before they can report.
A. Communications
Communication between players and their subordinates may be either face-to-face or
by message (courier or telegraph).
1. Face-To-Face: When two players are in the same hex they may meet and talk
freely. Subordinates in the same hex with a player will immediately change
their actions if ordered to do so.
2. Messages: When not in the same hex all communication must be by message.
Subordinates will continue to carry out previously issued orders until new
ones are received. The time it takes for a message to travel will vary
depending on the communication mode and the distance. Messages will
always be sent by the quickest means unless ordered otherwise.
3. Communication Modes
o Courier - Couriers travel about 40 miles a day on major roads. They
may become lost, captured, injured, or otherwise stopped from
delivering their message.
o Telegraph - Telegraph stations exist at every city and town marked
on the campaign map. Each station has a number of riders who will
deliver the message from the station to the unit. If a city has been
captured by the enemy, communications are cut to all areas further
from the capital. Telegraph lines may be cut or tapped.
4. A unit will usually not communicate with the commander until it has
completed its orders or encounters an unusual situation.
B. Information
You will constantly be receiving information of varying quality from a variety of
sources. The only information that you have any control over will come from orders
given your units. Around nightfall of each day you will receive reports from your
units and other information.
C. Orders
Once you have received your day's information you issue orders for the next day. You
may order units to perform some action at night if you are close to them. If units
receive their orders they will attempt to carry them out beginning at dawn of the next
day.
The orders listed below are the most common ones used, and ones that will be clearly
understood by your subordinates. You may issue any orders you wish, however.
• March Orders
Units that you want to march should be given a destination, a route (if
necessary), and one of the following march types
1. Normal march (Assumed unless ordered otherwise) - March at a
good pace with minimal scouting.
2. Cautious march - March carefully with flankers out and checking
for potential enemy in the area.
3. Forced march - Move as rapidly as possible. Trains left behind.
Good potential for straggling.
4. Hold march - Camp along the road but be ready to march
immediately if so ordered.
• Form Orders
To move into or out of march formation the unit must be ordered to do so. It
takes time to perform this action. When forming from a line of march you
should indicate any specifics that you deem necessary.
• Orders to Formed Units
When a unit has formed out of line of march it may be given one of the
following orders on how to deal with a real, expected, or imagined enemy.
1. Hold (Assumed) - Stay in formation and await orders.
2. Probe - Most of force stays in place. A small part of the unit is sent
forward to obtain information on the enemy.
3. Advance - Unit moves forward in formation
4. Withdraw - Unit moves backward in formation.
5. Attack - Unit moves forward and engages the enemy.
• Cavalry
In addition to the above orders cavalry may be ordered to:
1. Scout - Move in some direction and feel for the enemy.
2. Screen - Try to deny information to enemy scouts.
3. Picket - Remain stationary but send out small groups to watch
important locations.
You can scout or screen a number of hexes equal to the number of regiments
in the cavalry brigade. You can picket up to twice that number. In all cases
the cavalry will have dispersed to some extent in order to fulfill its objectives
and will take time to reassemble.
• Other Notes
A unit may be given more than one order at a time - such as march to a
certain location and form.
When formed a unit's trains will be about a mile to its rear unless ordered
otherwise.
Units may be issued "follow" orders. In this case they will do whatever the
unit they are ordered to follow does.
Many orders will take more than a day to execute.
IX. Supply
For a unit to be considered in supply it must be within four miles by road or in the
same hex as its supply trains, or a depot. Supplies carried with the unit are not
depleted if a depot can be used.
There are three levels in the supply network
1. Source - This is where the supplies come from. They are Richmond and
Washington. These contain an unlimited number of supplies as long as an
unbroken rail line exists between the city and the edge of the map.
2. Depot - Limited stores of supplies that allow the army to operate further
afield. These may be created during the campaign.
3. Trains - These are the supplies carried in wagons with the units to allow
them to move and fight.
1. Supply Capacity
o Source - If cut off from a rail link capitals hold 200 days of food and
50 days of ammunition.
o Depot - A maximum capacity of 100 days of food and 25 days of
ammunition.
o Trains - Each division has trains for six days of food and two days of
ammunition for each brigade in the division. There are also enough
ambulances for ten percent of the division's strength.
o Towns and cities - Any town or city may contain an unlimited
number of casualties and has unlimited medical supplies.
A "day" of supply is how much one brigade will use in one campaign
day, whether eating or fighting (one day of battle is one day of
ammunition - regardless of how often the unit actually fires).
2. Resupply
1. Depots are restocked automatically if an unbroken rail link (or
water for union) can be traced to the source. Depots connected by an
unbroken road line restock at some percent of capacity per day.
2. Trains
1. Ammunition may be resupplied by one of the following:
Spending one day in a capital or depot with supplies
Spending one day on an unbroken rail line leading
to a source or depot (unit may be moving).
Capturing enemy ammunition wagons.
2. Food may be resupplied in a variety of ways:
As long as the unit is on an unbroken rail link to a
depot or source, food is automatically resupplied.
Spending one day in a capital or depot with
supplies.
Remaining in place for one day within the supply
radius of a depot, or within 4 miles of a railroad
that leads to a depot.
Capturing enemy supply wagons.
Foraging from the countryside:
Supply trains must operate as a single unit at all times. Trains cannot loot
food unless accompanied by a military unit.
3. Supply Effects
A unit is in supply if a capital, depot, or its trains are within four miles by
road, or in the same hex as the unit, and there are supplies available, or if on
an unbroken rail line leading to a supply depot or source. Units are out of
supply otherwise.
0. In Supply
Food - Movement is unaffected.
Ammunition - Unit may resupply on the tabletop in a battle,
and all units's ammunition is resupplied after the battle.
Ambulances - Units will have reduced losses from wounds in
battle (for this purpose, a controlled town or city within
eight miles by road, or in the hex with the unit counts as
unlimited ambulance space).
1. Out of Supply
Food
1. Moving - There will be a decreased ability to march
and increased straggling. Moving without food for
over two days will result in a morale penalty, and
there may be permanent losses to the unit.
2. Stationary - Units may forage from the countryside.
One regiment from each brigade will be sent to
gather supplies each day. Once food in the hex is
exhausted, the unit must move or will suffer a
morale penalty and may suffer permanent losses.
Ammunition - Units may not resupply on table and may not
claim opening volley. There will be an increased chance of
running out of ammunition. Units that run out of
ammunition will remain out until resupplied.
4. Creating Depots
Union may create two, and Confederate one depot at a time. Issue orders to
the capital specifying location. Creation time varies.
X. Miscellaneous
These rules are a work in progress. There are some sections that are incomplete and
other sections that have not been play tested. These are presented for the assistance
of anyone brave enough to undertake running a campaign. Of what is written, if you
don't like it, change it.
Table of contents
I. Weather V. The tactical battle IX. Supply
II. The Map VI. After the tactical battle X. Officer Tables
III. Miscellaneous VII. Movement XI. Brigade Tables
IV. Before the tactical battle VIII. Orders and information
Introduction
This campaign is designed to reflect the American Civil War, Eastern theater, in the
second year of the war. It needs a moderator who will keep track of and generate
information. There can be from two to any number of players, but three per side
seems to work best. It is designed to create problems for the players, some historical
and some less than historical, but within the spirit of the time. Most important for
this campaign is lack of information and poor communications.
I. Weather
At the beginning of each day roll for weather on this table.
Roll on
April May June July August September October
2d6
Heavy Heavy Heavy
2 Snow Cold Cold Snow
Rain Rain Rain
Heavy Heavy Heavy Heavy Heavy
3 Cold Cold
Rain Rain Rain Rain Rain
Heavy Light Light Light Light Heavy
4 Light Rain
Rain Rain Rain Rain Rain Rain
Heavy Light Light Light Light Heavy
5 Light Rain
Rain Rain Rain Rain Rain Rain
Light Light
6 Fair Fair Fair Fair Fair
Rain Rain
Light Light
7 Fair Fair Fair Fair Fair
Rain Rain
8 Fair Fair Fair Showers Showers Fair Fair
9 Fair Fair Showers Showers Showers Fair Fair
10 Fair Showers Showers Hot Hot Showers Fair
11 Showers Showers Hot Hot Hot Hot Showers
12 Showers Hot Hot Hot Hot Hot Showers
Before weather roll 2d6. if a "4" or less the weather is the same as the day before.
Skip weather roll.
1. Light Rain - Add one to March Ability. Second day in a row treat as heavy
rain.
2. Heavy Rain - Add 2 to March Ability. Fords impassable.
3. Showers - on 1d6: 1-2 - No effect; 3-4 - treat as light rain; 5-6 - treat as heavy
rain.
4. Hot - 2d6% of force are stragglers if unit marching. On second and
subsequent days add one to March Ability.
5. Cold - 1d6% of force becomes casualties if marching.
6. Any rain for four or more days in a row - treat all movement as night march.
All fords are impassable. Roads improve to normal after two days of no rain.
Fords become passable after three days of no rain.
When a contact occurs on the campaign map you have two options. One is to use
actual terrain from topographic maps or the like to create the battlefield terrain. The
other option is to use the section in this site on generating random terrain . If the
random terrain is used, a sepecate campaign map showing the terrain already
generated should be kept in case another battle is fought on the same ground.
Each hex on the map represents a four mile by four mile area, or sixteen square
miles. There are a number of general terrain types and features on the map:
• Clear - Open land, farms, orchards, some woods, many obscure roads and
trails
• Small Mountains - Rugged terrain. Hilly and heavily wooded. Few farms or
roads.
• Mountains - Impassible.
• Pass - A narrow roadway through otherwise very difficult terrain.
• City - Major (for the time) metropolitan area.
• Town - Smaller groups of homes and commercial establishments.
• Major river - Impassible except at bridges or fords. Major rivers are
navagatable to naval vessels to Harrisburg, Baltimore, Washington,
Fredericksburg, Richmond, and Petersburg. Small river craft can use any
part of these rivers.
• Minor river - Significant streams. These are generally fordable to at least
infantry in many places not marked on the map.
• Ford - A shallow area that allows crossing rivers by all types of units. They
may be impassible following periods of rain.
• Railroad - These can be used for rail movement. You will need to notify the
players of what lines are open for each side (for example, rail line between
Culpepper and Washington needs to be broken into a north and south
portion). Telegraph lines only exist on rail lines and on the one most direct
road from a rail line to a city or town not connected by a rail line.
• Minor road - Generally dirt or sand. Narrow and potentially muddy.
• Major road - Generally well maintained and surfaced. Not influenced by
weather.
• Wilderness - While not noted on the map, wilderness areas may be noted
where desired. These are fairly level areas that are covered by forest and
have few roads.
Each hex has an iintrinsic food value - the amount of food and forage that can be
gathered by the troops in the field in that area. If the unit spends time collecting this
food they may restock their supply wagons, or sometime "live off the land." They
may also destroy the food value to deny it to the enemy. The moderator may want to
keep track of the food used up in each hex. This can be a bookkeeping headache, but
it is fairly simply if a separate map is used for this purpose.
To determine the food available in any hex roll the number of d6 indicated below for
each hex type.
Roll the number above of d6 and that is the supply level of the hex.
• Coastal Plain areas are east of a line between the cities of Harrisburg,
Baltimore, Washington, Fredricksburg, Richmond, and Petersburg.
• Piedmont area is west of the coastal plain to the first range of small
mountains - a SW line from York, PA.
• Foothills are between the piedmont and the first mountain range, and all
areas west of the valley. Also all the scattered small mountains should be
considered foothills.
• Valley areas are between the first and second range of mountains, not
counting the mass near Luray. This is the Shennendoah valley.
III. Miscellaneous
1. If a unit has a chance to see into additional hexes, it is a 50% chance except
in wilderness or across rivers with no fords, where there is a 17% chance.
Cavalry that are scouting or screening are always spotted by the enemy if the
unit scouted is stationary. If moving, a 50% chance to spot cavalry scouts.
2. When ordered to ravage, roll 2d6 for each brigade in the command. Subtract
4 if green, add two if elite. The result is the food reserve destroyed in that
hex. Food reserve can not be less than zero.
Popularity Response
o Poor Unit improves morale by one for one day.
o Good Unit decreases morale by one for one day.
o Exceptional Unit decreases morale by one for three days.
The following are point levels where the commander must stop attacking or must
retreat. They are always based on the highest ranking commander on the field. It is
quite possible that the levels will change as commanders are injured or
reinforcements arrive. Treat Corps, Divisions, or Brigades as separate units for
points if a higher level commander is not present.
Strategic
Stop
Level Withdraw
Attacking
Player 55 75
Dashing 50 70
Bold 45 65
Average 40 60
Cautious 35 55
Timid 30 50
2. Captured
These are gone unless exchanged. Captured figures must be
sent to a depot to be held.
3. Casualties
There are three levels in casualties:
1. Returned immediately
To determine the number who return the next day
to the unit, add or subtract from a base of 50% the
following:
- 2d6% Unit does not stay on the field the
day following.
- 4d6% No ambulance space or friendly
town within eight miles.
2. Returned later
To determine the number of unfit that may return
to the campaign eventually, add or subtract from a
base of 50% the following:
- 2d6% Unit does not stay on field the day
following
- 2d6% No ambulance space or friendly
town within eight miles.
+ 2d6% Controlled town or city within
eight miles.
3. Never Return
Those figures who do not fall into one of the above
categories are the killed and seriously wounded
(who are lost for the campaign).
2. Cavalry
All routers return the day after combat. Captured are gone for the
campaign. Casualties are returned the next day based on the
following:
60% Unit on victorious side in battle.
50% Battle is a draw.
40% Unit on loosing side in battle.
3. Artillery crews
All routed crews are returned the day following the battle. Captured
crews are gone for the campaign. Crew casualties are returned as
whole crews based on the following:
60% Unit stays on field day following battle.
40% Unit does not stay on field day following battle.
Always round down. (There are no unfit artillery crews)
4. Cannons
Cannons destroyed or captured by the enemy are lost for the
campaign. Cannons that are captured may be used to replace any
gun lost by the capturing force. A unit may never have more guns
than it began the campaign with. Extra pieces may be transferred to
other units or sent to depots for storage.
If parrott rifles are lost due to dice rolls, roll 1d6 for each gun. If a 3
- 6 is rolled the gun is returned the next day. The remainder are lost
for the campaign.
5. Leaders
Seriously wounded officers are rolled for once the battle is over on
4d6. On a 4 - 14 the officer returns in that span of days with benefits
intact. On a 20 or more the officer dies. If the officer has not died or
recovered in two weeks, roll for him again, adding 14 days to the
time of return. Continue this process until the officer dies or returns.
2. Morale
1. If a unit withdraws from the field after nightfall following a battle it
is a voluntary retreat. Roll 1d6 and divide by three for each unit
(round down). The result is the number of days (0 - 2) that the unit
suffers a "-1" morale detriment for all its components.
2. If a unit is routed from the field due to points, or declares a rout, do
the following:
3. Roll 1d6 for each unit in the force. A 1 - 3 means the unit's morale is
decreased by one, a 4 - 6 means the units morale is decreased by two.
4. Roll 1d6 for each unit, divide by two (round down) and add one. The
result is the number of days (1 - 4) the unit suffers these penalties.
3. Retreat Distances
1. If a unit is voluntarily retreating it moves one hex away from the
battlefield and immediately goes under the player's control.
Afterwards it operates normally.
2. If a unit is routed from the field, it moves one full forced march
move at night with no March Ability penalties. The next day it does
the same. On the second night it moves a full normal move with no
March Ability penalties, after which it operates normally.
3. If there is not enough room on the road the remaining units form in
the hex next to where the battle occurred. If they lose a second time
the penalties for loosing are applied a second time as well.
4. Pursuit and Losses to routing forces.
The victorious side in a table battle may order a pursuit. Units so ordered
move at normal march speed and are subject to all the normal movement
penalties. If they fought in the battle they are not considered to have
remained on the field following the battle.
1. Supply - 1-2
2. Ammunition - 1-2
3. Ambulances - 1-3 (any wounded will be captured)
If not pursued, each individual train will be lost due to breakdown with the
following chances (on 2d6):
4. Supply - 2-4
5. Ammunition - 2-4
6. Ambulances - 2-3
When regiments in a brigade are reduced to where combining them into one
is possible, this should be done.
VII. Movement
March ability is always based on the highest ranking officer with the force. These
abilities are all rolled for at the start of the campaign, or when promoted to
command. To determine the unit's march ability roll 1d6 and subtract the leaders
March ability score. If the result is less than one, unit will move four miles less than
ordered. If the result is five or more, the unit may move four miles further than
ordered.
In all cases, if another unit is blocking the road, the moving unit must wait for it to
clear. Each wait causes a four mile loss to the potential move. Each one hour of time
should delay the blocked unit about one mile of travel.
1. Modifiers:
1. March Ability
2. Weather
Light Rain - add 1 to March Ability. Second day in a row,
add two to March Ability
Heavy Rain - Add two to March Ability. Fords Impassible.
Showers - 1d6: 1-2, no effect; 3-4, treat as light rain; 5-6,
treat as heavy rain.
Hot - Second and subsequent days add one to March
Ability.
Any rain for four or more days in a row, treat all movement
as night marches, and all fords are impassable. These
conditions improve: roads after two days of no rain, fords
after three days.
3. Secondary roads - add one to March Ability.
4. Crossing fords - roll March Ability without other modifiers. If fail,
subtract four miles from the march.
5. Cross Country - Add two to March Ability roll.
6. Formed Movement - Add two to March Ability roll. Minimum of
two miles of travel. If crossing water, roll as a ford.
2. Night Marches
1. May only perform normal march.
2. Maximums of 12 miles on Major roads, 8 miles on secondary roads,
and 4 miles otherwise.
3. Add two to Move Ability roll.
4. Movement at night counts as a forced march for tiredness and
straggler rolls
Result is the percent loss to the unit each day of forced marching
(round down).
3. Artillery:
Roll 1d6 for each gun on the following table:
Unit Morale Roll
Elite 1
Average 2
Green 3
4. If the listed number or less is rolled the gun breaks down and is lost
for the day.
5. All stragglers return to the unit the night following the march unless
captured.
6. In hot weather add 1d6 to the straggling roll.
7. If entering a battle and the unit has marched over one day in
conditions that result in straggling, roll for stragglers the day of the
battle, then roll for each day that the unit continuously marched in
adverse conditions before the battle. Multiply the result times 50%
and treat that number as additional stragglers.
8. These rolls are only necessary if a unit is entering battle.
4. Moving tired
Units may march continuously for a number of days after which they become
fatigued. The ability to march depends on the units morale:
Green - 5 days
Average - 6 days
Elite - 7 days
Responses of Subordinates
Modify the above attack rolls by "-2" if the unit to be attacked is in a pass or
across a ford. Modify the withdraw roll by "-2" if defending a pass or ford,
of if estimated enemy strength is less than 50% of the commander's force
size.
When ordered to scout an area larger than the regiments available, pickets will be
placed at all important locations and the body will remain stationary in one location.
The main body will be informed of any enemy activity in the picket's hex on a 2d6 roll
of 7 or more. Otherwise the picket is captured and the information is not passed on.
The most hexes that can be picketed is twice the number of regiments in the brigade.
RAILROAD TRAINS - Each Railroad train can hold about a brigade (add one
brigade for a division's worth of artillery) and occupies about two miles of track. In
large train movements subtract two miles from the second train, four from the third
and so on. Only those trains that are at their destination can unload the following
day.
If enemy units cut telegraph lines they take one day to repair after the enemy have
left the hex.
When operating in enemy territory a roll of 4 or less on 2d6 indicates the telegraph
line between the army commander and the capital has been cut for that day. It is
automatically repaired the next day (but can be cut again).
(A story of some sort should appear when 2d6 result in a 6 or less. If some
special event occurs - arrival or reinforcements, etc, it should be reported.
These stories are reported to both the US and CS player)
If information is relayed:
USA
There are five outside influences and information sources for the USA - The
President, the Secretary of War, The Secretary of Transportation, the New York
Post, and others. If there is only one US commander, they will act as the CSA does.
If more than one US commander, each of the above may have a favorite (1d6)
• Two commanders
o 1-2 = Commander One is favorite
o 2-3 = Commander Two is favorite
o 5-6 = Neutral - no favorite
• Three Commanders
o 1 = Commander One is favorite
o 2 = Commander Two is favorite
o 3 = Commander Three is favorite
o 4-5 = Neutral - no favorite
o 6 = Roll again
If a commander is not a favorite, roll 1d6 to see what they think about that
commander:
The people in the government will attempt to further the interests of their favorite,
usually attempting to have them placed in overall command. Those not their favorites
will have roadblocks placed in the way of their requests, and other things will occur
to make their lives miserable.
The New York Post will frequently report quite accurate information about US troop
movements, positions, strengths, and orders in their stories. They will print stories
from the commanders if the commander is their favorite. They will also print articles
about their beliefs with some frequency:
Each turn roll 1d6. On a 1-4 some story will be written. If there is a story, roll 1d6
again:
When the enemy is operating in USA territory, roll 1d6 for each unit or group of
units:
• 1-3 = no information
• 4-6 = some information relayed.
If information is relayed:
IX. Supply
Consuming Supplies
• Each brigade consumes one food unit per day. At the end of each day's move
the number of supplies carried on the trains should be reduced to reflect this
consumption. When a units trains are out of food, treat the unit as out of
supply.
• Stationary units up to 12 miles away from a supply depot by road, any
distance by rail, or four mile overland consume none of their trains supplies,
but rather take them from the depot.
• Stationary units outside of this radius will consume supplies in the hex they
are in unless ordered otherwise.
Foraging
• Each hex on the map contains intrinsic food reserves. Once a hex is foraged
the level is reduced until it reaches zero. At this point no more food can be
gathered from the hex.
• If a city or town is destroyed treat the hex as the surrounding terrain.
• Units take one day to loot and two days to buy supplies in an area. They get
supplies only from the hex they are in. When units are ordered to forage for
supplies, roll 2d6 for each infantry brigade in the unit. Subtract 4 from green
units, add two to elite units. That is the amount of food gathered. If food
gathered is in excess of that which can be carried by the trains, one half is
destroyed and one half is returned to the hex foraged.
Living off the land:
• Independent Brigades may "live off the land" by subtracting one food point
from the hex they occupy. They do not change their March Ability roll, but
they may not force march without the effects of being out of supply. When
marching remove one food point from the hex they end their march in.
• Stationary units larger than brigades that forage remove enough food to feed
the.
If a second depot can be used to help create a new one, subtract 2 days from the time.
No more than two can be used to create a new depot.
X. Officer Tables
X. Officer Tables
Table #1 - March Ability (1d20)
US Effect CS
1-2 0 1-3
3 - 10 1 4 - 13
11 - 15 2 14 - 18
16 - 20 3 19 - 20
Popularity effects the number of stragglers and returned routers, and may effect unit
morale if the leader is removed by a player.
Militia and Garrison officers roll one command level below their actual command.
XI.Brigade Tables
Table #1 - Morale (1d20)
US Morale CS
1-6 Green 1-4
7 - 17 Average 5 - 14
18 - 20 Elite 15 - 20
Optional rules in effect for the 1862 campaign from Johnny Reb 2 (see
rulebook):
Once a campaign contact turns into a tactical battle the following are
special provisions that govern these battles.
10. Officers who receive a light wound retain their benefits but their
points are lost. If a light wound is received the figure stays in
place. At the beginning of officer casualties roll 1d6. If a 1 - 4 is
rolled the officer returns to normal, otherwise it stays in place.
At the player's option the figure can be moved at this point, but
if moved may not roll for recovery.
12. Units may not charge with empty muskets unless out of
ammunition or if their target is behind some form of works.
15. When units are lying prone treat them as a skirmish line with
the following exceptions:
1. Friendly infantry units may fire over a prone friendly
unit. If doubles are rolled the prone unit receives the
same number of casualties as the unit fired upon, with no
saves for being prone.
2. Prone skirmishers do save if fire is shot from artillery,
but must make a morale check.
3. If canister is fired over a prone unit they are hit on any
NONDOUBLE roll, and do not save for being prone.
19. Supply wagons are destroyed if they receive one hit from any
source. If contacted by enemy troops, they may be destroyed,
immobilized, or moved at the players discression.
20. Flank marches may be ordered and traced out on the larger
scale map. Officers in charge of these forces may or may not
carry out your orders.
21. Moving through built-up areas may cause problems for units
not in column or skirmish formation. Use the following:
1. Move full distance, do disorder roll
2. Move one inch less than otherwise the case with no
possibility of disorder.
3. If unit takes bonus distance, two disorder rolls are
required.
2. Finding Commanders.
1. Commanders of forces must be searched for and found
before a message can be delivered unless the commander
has an established headquarters
2. To locate a commander a courier must be in contact with
a unit under that commander's control and have rolled
an appropriate number on the commander location roll.
3. Commander Location Roll. On the first turn of contact a
9 or better on 2d6 is needed to locate the commander.
For each subsequent rolls the needed roll decreases by
one (8 on second roll, 7 on third...).
4. Couriers who fail their location roll may move only to the
next closest unit in the following turn.
5. Once a commander is located the courier may move
directly to that commander.
3. Headquarters
1. Brigade commanders may not establish headquarters.
They must be searched for by each courier.
2. Army, Corps and Divisional commanders may establish
a headquarters. To do so the headquarters must be
declared before the game begins or the general must stay
in place for four moves (two if at a building). When a
headquarters is established couriers may move directly
to the headquarters.