Вы находитесь на странице: 1из 39

1862 - Civil War Campaign Rules

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.

II. The Map


The map is divided into hexes, each about four miles square. Only major features are
noted. Each hex contains a number of other features such as small streams, roads,
villages and so on.

• 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.

III. Organization of forces


Both armies are divided into corps, divisions, and brigades. Additionally, each force
will have supply trains (food, ammunition, ambulances) that need to accompany it on
marches. The lowest level unit that can be given independent orders is the brigade or
supply train. Divisions receive some benefits if ordered to operate as a single unit. To
be in supply a unit must be within 8 road miles, or four cross country miles, of its
division's supply trains. Brigades operating independently can live off the countryside
for food, but do have trains for ambulances and ammunition.
IV. Subordinates
Each military unit, and the sub commands within it, has an officer in charge. Each of
these officers has a "personality" that includes their popularity, reliability, tactical
ability, strategic competency, and political clout. These personalities determine how
the subordinate will act when not under the direct supervision of the player. They are
also ranked in terms of their seniority in the army, corps, division, and brigade.
If any of these subordinates performs in an unsatisfactory fashion they may be
removed from their position. The next ranking officer will be promoted to fill their
position, or you may select another officer for the position. The army commander
may brevet any officer who performs with distinction, up to the level of Brigadier
General. Subordinates will attempt to carry out their orders. If they are cut off from
communication, meet a situation that requires an immediate response, or cannot
carry out their orders they will act on their own initiative.

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.

Unless specifically ordered otherwise, formations are as follows:

• 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.

VI. Tactical Battle considerations


1. Coming into contact
When units on opposing sides try to occupy the same space there will be
contact. This may lead to a tactical battle. Contact can result from formed
units advancing on each other, marching units bumping into each other or a
variety of other circumstances.
If a player is with a contacting force he or she may make the decision as to
initiate a tactical battle or not. If a subordinate is in command he will decided
on an appropriate response.
If a tactical battle develops other units may or may not respond to it. If
ordered to form for battle, about one hour is necessary for each brigade in
the unit.

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.

5. Losses, Recovery, and retreat


In a tabletop battle units may be reduced by straggling, routing, capture, or
by casualties from fire. Guns may also be destroyed or captured. In any
battle staying on the field the following day will significantly increase
recovery of losses.
1. Routs - Not all routers will return to their unit. A force which stays
on the field will have significantly more routers return than will a
force that leaves the field.
2. Casualties - The number of men who are immediately or eventually
returned to the unit will depend on the outcome of the battle and the
availability of hospital facilities and ambulance space.
3. Guns - Cannons which are destroyed or captured can only be
replaced in the field by capturing enemy guns. Excess guns may be
sent to a depot or given to another unit. Captured guns are normally
converted into a type originally carried by the unit.
4. Recovery of Losses - After a battle a number of men will
immediately return to their unit, some will return after a recovery
period in a stationary hospital, and others will never return.
5. Retreat - If your force is pushed off the table or suffers a point loss
that requires it to retreat before nightfall there will be greater losses
than if you hold on until nightfall and order a retreat.
When retreating, the distance your force will move will vary
depending on the circumstances. Retreats typically move less
distance than do routs.
An army that retreats or is routed from the field suffers some
morale penalties for a number of days following the battle.
A player may decide to "declare a rout" and the tactical battle ends.
6. Pursuit - If on the winning side you may order any command to
pursue the retreating foe. This may result in increased casualties to
the losing side.
VII. Movement
The ability to move is based on the type of terrain moved through, formation,
weather, supply state, traffic, orders, and the ability of the commander of the unit.

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

Miles per day on Roads


Infantry - Normal March = 16; Cautious March = 12; Forced March
= 20
Cavalry - Normal March = 24; Cautious March = 16; Forced March
= 32

Miles per day Cross Country


Infantry - Normal March = 8; Cautious March = 4; Forced March =
12
Cavalry - Normal March = 12; Cautious March = 8; Forced March =
16
Cavalry Scout/Screen = 12

o While Formed
In clear terrain: Infantry = 6; Cavalry = 10
In wilderness areas: Infantry = 3; Cavalry = 5
In foothills: Infantry = 1; Cavalry = 2

Extra Heavy Artillery, Reserve Ammunition Wagons, and supply trains


NEVER move more than 16 miles a day. If the unit they are with moves
further than this, they will be left behind.
On a good day an infantry unit may march up to 8 miles more than this basic
rate (Cavalry up to 12 more). On a bad day, a unit may not move at all, but
typically will move at least 4 miles.

Movement may be delayed due to:

o Using secondary roads


o Traffic jams
o Crossing fords or rivers
o Being tired
o Bad weather
o Poor commanders
o Out of supply
o Luck

Movement may be increased due to:

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.

VIII. Orders and information

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.

Supply is abstracted into three components:

1. Food - General term to refer to food and equipment.


2. Ammunition - Ammunition and weapons repair
3. Ambulances - Medical supplies and transport for injured.

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:

Food availability varies by area. Each hex has a maximum number


of "food days" that can be extracted from it. The supply is greatest
in cities, and least in open country. Food may be gathered by looting
or requisitioning it.

 To loot food, movement is reduced as you move through a


hex. Each hex moved through will be plundered until your
unit's wagons are full or all food is extracted.
 To requisitioning food, spend one day in a hex without
moving. That hex will be bought out until your unit's
wagons are full or the food is exhausted.
 Once food in a hex is gone it will not be replaced during the
campaign until the fall.
3. Ambulances - Casualties in ambulances may be dropped off in any
city or town moved through with no penalty.

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.

5. Other supply notes


0. Cavalry never need food or ambulances, and carries ammunition for
one battle. They resupply ammunition from the army reserve or any
depot.
1. Army Reserve carries additional ammunition which may be used by
any unit once transferred to their trains.
2. If trains are captured their supplies may be either stored or
transferred. A unit may never have more than its allotted number of
trains.
3. If a unit's trains are captured or destroyed the unit must return to
the capital or a depot to acquire new trains, or use captured trains.
4. Units will use other unit's supplies only rarely.
5. If brigades are acting independently they may live off the land. They
may not force march and if formed one regiment is "detached" to
gather supplies. The food reserves in the hex they occupy will be
depleted. If the hex contains no reserves, they must move.
6. Minor skirmishes do not deplete ammunition.

X. Miscellaneous

1. Destruction of features on the campaign map


Bridges, railroads, towns and cities may be destroyed or disrupted during the
campaign. Simply order the unit to do so and if they occupy the hex with the
feature they will attempt to destroy it. Acts of destruction take time.
2. Repair of features on the campaign map
Destroyed towns and cities cannot be rebuilt. Road bridges may be replaced
by non cavalry units occupying the hex with orders to do so. Local citizens
may repair the bridge with no intervention form the player, but this will take
some time. Railroads and railroad bridges will be repaired by the central
government if the hex is in friendly control.
3. Telegraph lines
These follow railroads with branch lines to towns not on the line. They may
be cut or tapped by the enemy or partisans. Once cut, they will be replaced
by the central government once the area is under friendly control.
4. Pontoon Trains
If these are available they occupy four miles of road, and move as supply
trains. They take about one day to construct and one day to disassemble.
5. Depots and Supply Trains
These may be captured by the enemy if unprotected. You may order their
destruction if you have a military unit at the depot or with the trains.
6. Capitals
Both Washington and Richmond have garrisons and fortifications.
7. Friendly Control
All of Pennsylvania, Maryland, and Virginia west of the South Branch of the
Potomac are friendly to the Union. The remaining area is friendly to the
Confederates. Additionally, should a Confederate infantry unit move south
of Westminster, Maryland, and east of Washington, that area in Maryland
will become friendly to the Confederates. When operating in unfriendly
territory, an infantry unit generally extends a "friendly zone" for eight miles
around itself, and cavalry for four miles. Areas behind clearly defined front
lines are also usually friendly until the opposing side's forces move nearby.
8. Railroad Trains and Water Transport.
To use either of these for transport write a request to the central government
specifying in what city or town the transportation should be gathered in, and
the unit you wish to transport. It takes more time to gather the
transportation for larger units. You will be notified when the requested
transportation is available.
9. Destroying food production.
Areas can be stripped of their intrinsic food supply. To do so order your
units to ravage the countryside, and each brigade engaged in such activity
will destroy some of the hex's food.
1862 - Civil War Campaign Rules
Moderator Information

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.

Immediate effects of weather:

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.

Return to table of contents

II. The Map


The map used for this campaign is the eastern theater of the Civil War. It streatches
from Petersburg in the south to Harrisburg, PA in the north, and from the
Chesapeake Bay in the east to Staunton in the west. The campaign map can be
printed out in color for reference purposes. It should be printed out in black and
white - one map for each turn - for the moderator to keep track of the location of the
various units.

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.

Random Food Availability (d6)


Terrain type Dice Terrain type Dice
City 20 Town 10
Costal Plain 6 Piedmont 5
Foothills 4 Valley 6
Wilderness 1 Next to a river +1
In Maryland +1 In Pennsylvania +2

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.

Return to table of contents

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.

3. Popularity - If the army commander removes a subordinate, the unit


commanded by that subordinate will respond in the following way,
depending on the popularity of the commander:

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.

4. Political Clout - If a subordinate of "much" clout and higher rank is not


promoted, and one with "poor" clout is, the promotion may be overturned
by the government, or some other trouble may result.

Return to table of contents

IV. Before the Tactical Battle

Determining actual regimental size


Prior to being placed on the field the number of figures lost to the unit must be
determined. Calculate all permanent losses and mark that number of figures off the
unit. Then calculate straggling losses (if necessary) and mark those off. The result is
the number who actually are available for the fight.

Time required to prepare formations:


Form for battle (and flank march in a tactical battle):
Determine where head of column is. Each one hour of time allows the brigade to form
up within one foot of that location. If other brigades are in the unit, they continue to
move until the head of the column is where they want to form.

Response of Subordinates if a tactical battle nearby:


When a tactical battle occurs within 8 miles of a unit commanded by a subordinate,
they will respond with one of the following actions. As units further afield reach the 8
mile radius they will respond as well. All others carry out their orders. Roll 2d6 on
the table below to determine their response.

Strategic Response Rating


Response Timid Cautious Average Bold Dashing
Carry out
2-7 2-5 2-5 2-4 2-3
previous orders
Form in place 8 - 10 6 - 8 6-7 6 --
11 -
March to battle* 9 - 12 8 - 11 6 - 10 4 - 8
12
Attempt flank 11 -
-- -- 12 9 - 12
march* 12

 
 
 
 

*If moving to a battle the subordinate may declare a forced march. Roll 1d6 for the
commander. A force march will be ordered if the indicated roll or less is achieved: 1
for Average, 2 for bold, 4 for Dashing.

Response if attempting Flank March:


If a flank march is performed by a bold or average commander, they will form prior
to entry on the field. On a roll of 8 or more on 2d6 a Dashing commander will have
his troops enter in column. Any of these may charge onto the table.

Response if ordered to flank march in a battle


Roll 1d6 for Tactical Response. If the roll is more than the Tactical Response number,
roll 1d6 again and perform the following actions:

1. Move one half distance and form


2. Move one third distance and form
3. Move one quarter distance and form
4. Become lost and move away from the battle
5. Return to the field in 1d6 turns with some excuse
6. Return to the field in 2d6 turns with excuse

Determine point levels of engaged forces prior to battle.


Points are combined only within a division or corps unless the Army commander is
present.
The highest ranking officer on the field is "in command" for ordering other units.

Return to table of contents

V. The Tactical Battle

If reinforcements arrive, or a commanding officer is removed from a battle, refer to


the ranking lists of officers for the command. The highest ranking officer overall will
assume command of the forces on the table. This may change withdraw or stop
advancing point levels.
Point loss and Battlefield response:

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

Return to table of contents

VI. After the tactical battle

1. Recovery of Battle Losses


1. Infantry:
Total separately the number of figures killed, routed, and captured
by regiment (or by brigade if many units involved).
Determine the number that return to the unit using the following:
1. Routers
Use a base of 70%, and add or subtract the following:
 - 4d6% Unit does not stay on the field the day
following.
 + 2d6% Unit on winning side (ignore if a draw).
 + 4d6% Brigade leader is exceptionally popular.
 + 2d6% Brigade leader has good popularity.
 + 2d6% Division leader is exceptionally popular.

Multiply results times number of routers and round down.


Result (never more than 100%) is the number who return to
the unit the next day. Rest are missing for the campaign

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.

Multiply results times casualties and round down.


Result is the number who return to the unit the next
day. The remainder are unfit.

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.

Multiply results times total unfit and round down.


The result is the lightly wounded, who are placed in
ambulances or sent to hospital.
Those not so placed are the killed and seriously
wounded.
If facilities (ambulances or towns) are not available,
or are over capacity, the lightly wounded become
seriously wounded.
Once the lightly wounded are dropped off in a
controlled town or city (hospital), they are returned
to the unit at the end of one week.

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)

Lost crews can be replaced by subtracting one infantry figure per


gun from a unit. Result is a green crew.

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.

If a force is routed from a battle, roll for straggling as in a normal forced


march. If there is pursuit, these will all be captured.
If pursued by the enemy, each individual train will be lost with the following
chances (on 1d6):

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.

Return to table of contents

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

3. Straggling due to forced march:


Stragglers return to their unit the night following the loss unless closely
pursued by the enemy, in which case 50% will be captured and 50% will
return. Stragglers lost when a unit routs after a battle are all captured if
pursued.
1. Infantry and cavalry:
Roll for each unit on the following table:

Unit Morale Roll


Elite 1d6
Average 2d6
Green 3d6

2. Add or subtract the following to the roll based on the popularity of


the highest ranking officer present with the unit:
 Exceptional -6
 Good -4
 Average 0
 Poor +2

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

2. Tired units may not force march.


3. Tired units suffer the same as stragglers
4. When entering a battle tired, a tired unit's moral is one worse than
normal.
5. Tired cavalry loose their scouting modifier and stragglers do not
return until the unit has rested.

Time required to perform actions

6. From a march column to a formation - 4 hours.


7. From some formation to a march column - 4 hours.

Responses of Subordinates

1. Actions if meet enemy


First estimate size of enemy unit (see below), then respond on the following
tables:
Use 1d6 on each of the following tables. A roll of the indicated number means
that the subordinate will order the action.

Response if enemy Estimated as Larger


Commander Withdraw Form Attack
Timid 1-6 -- --
Cautious 1-5 6 --
Average 1-3 4 - 6 --
Bold 1-2 3-5 6
Dashing 1 2- 4 5-6

 
 


Response if Enemy Estimated as Equal

Commander Withdraw Form Attack


Timid 1-3 4 - 6 --
Cautious 1-2 3 - 6 --
Average 1 2-5 6
Bold 1 2-4 5-6
Dashing -- 1-2 4-6

 
 


Response if enemy Estimated as Smaller

Commander Withdraw Form Attack


Timid 1-2 3 - 6 --
Cautious 1 2-5 6
Average -- 1-5 6
Bold -- 1-3 4-6
Dashing -- 1 2-6

 
 


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.

2. Estimating enemy size:


Roll 2d6 and multiply by 5. This is the percent difference between actual and
reported force size. Modify the roll by the following:
o +/-2 If cavalry (make the estimate more accurate)
o +8 If commander Timid
o +4 If commander Cautious
o -2 If Average
o -4 If commander Bold
o -8 If commander Dashing

Picketing, Scouting and Screening


Scouting/Screening cavalry may scout or screen one hex per regiment in the brigade.
Artillery always accompanies the first regiment.

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.

SHIPS - Ships will not move if the weather is heavy rain.

Return to table of contents

VIII. Orders and information


All communication between commanders must be sent by one of the following means.
This applies to messages going in both directions.

• Telegraph - If a unit is on a road leading to a controlled town or city and the


unit is stationary (such as at night) the message is transmitted immediately. If
the unit is moving, or no lines exist, the message is sent to the nearest town
and a courier is dispatched with the message. If an enemy unit is on a
telegraph line they will intercept any messages on a roll of 7 or more on 2d6.
Telegraph lines follow all railroad tracks, with branch lines to towns not on
the tracks. Each town not on a railroad has a single line following roads to
the nearest railroad.
• Couriers - Travel one hex per hour in daytime, two per hour at night. All
couriers roll 2d6 to see if the message arrives. A roll of "2" or less indicates
the message does not arrive. When operating in enemy territory subtract
three from the roll. Any roll of less than two indicates the dispatch has been
captured.

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).

Government and Civilian Information


CSA
There are three outside sources of information - The President, the Richmond Times
Newspaper, and other sources.

1. The president always supports the CS commanders.


2. The Richmond Times rolls 1d6 at the beginning of the campaign or when a
new commander takes over:
o 1 - 4 = Supports the commander
o 5 - 6 = Does not support commander.

If the Times does not support the commander, roll 1d6:

o 1-2 = too aggressive;


o 3-4 = too passive;
o 5-6 = unfit.

The Richmond Times will periodically report stories about CS troop


movements, but will not be very specific. If they support the commander they
will place any story sent to attempt to deceive the enemy. If they do not
support they will write periodic editorials about movement, strategy, and so
on.

(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)

3. Other sources of Information for the South:


When the enemy is operating in CSA territory, roll 1d6 for each unit or
group of units:
o 1-3 = no information;
o 4-6 = some information relayed.

If information is relayed:

o 1-2 = Units position, designation, and movement


o 2-4 = Units approximate strength and location.
o 5-6 = all of the above.

This information comes from (1d6):

o 1 = Spies (treat as cavalry information)


o 2-4 = Civilians (treat as cautious commander for strength)
o 5-6 = Captured or deserters (treat as timid commander)

If in unfriendly territory, information comes on a 1d6 roll of 6 only.


This information comes from (1d6):
o 1 = dissatisfied civilians (treat as cautious commander)
o 2-6 = deserters/ captured (treat as timid commander)

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:

• 1-2 = too aggressive;


• 3-4 = too passive;
• 5-6 = simply unfit.

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:

• 1-2 = story about army, orders, positions, etc.;


• 3-4 = editorial about commander they don't like;
• 5-6 = both of the above. These stories are given to both the US and CS
players.

Other Sources of Information for the USA

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:

• 1-2 = Units position, designation, and movement


• 3-4 = Units approximate strength and location.
• 5-6 = all of the above.

This information comes from (1d6):

• 1 = Spies (treat as cavalry information)


• 2-4 = Civilians (treat as cautious commander for strength)
• 5-6 = Captured or deserters (treat as timid commander)

If in unfriendly territory, information comes on a 1d6 roll of 5 or 6.

This information comes from (1d6):

• 1 = dissatisfied civilians (treat as cautious commander)


• 2-4 = deserters/ captured (treat as timid commander)
• 5-6 = escaped slaves (treat a timid commander times two)

Return to table of contents

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.

Out of food supply effects:

1. Add two to March Ability roll.


2. Unit may not force march.
3. Roll for stragglers each day. 2d6% of these are lost to the unit permanently.
4. After two days out of supply a units morale decreases by one.
5. Stationary forces out of supply after two days roll for stragglers and 2d6% of
this number are lost permanently.

Creating new supply depots


Time necessary to create a depot depends on the distance from existing depots and
the transportation available.

• On water or Operational Rail Line 4 days


• Within 24 miles by road 5 days
• Between 25 and 48 miles by road 7 days
• Between 49 and 72 miles by road 9 days
• (Over 72 miles not possible except in stages)

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.

Return to table of contents

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

 


Roll once for each leader of a maneuver element.


Results of March Ability on Marching
For each march roll 1d6. If number is equal to or less than March Ability, unit moves
four miles less than ordered. If roll minus March Ability is 5 or more, unit marches
four miles more than ordered.

Table #2 - Strategic Response (1d20)


US Response CS
1-4 Timid 1-2
5-8 Cautious 3-5
9 - 16 Average 6 - 13
17 - 19 Bold 14 - 18
20 Dashing 19 - 20

 


Effects of Strategic Response can be found under the section on actions of


subordinates.

Table #3 - Popularity (1d20)


US Popularity CS
1-5 Poor 1-4
6 - 12 Average 5 - 10
13 - 17 Good 11 - 15
18 - 20 Exceptional 16 - 20

 


Popularity effects the number of stragglers and returned routers, and may effect unit
morale if the leader is removed by a player.

Table #4 - Tactical Benefit (1d20)

Players that are Army Commanders are always +3.


Subordinate players are always +2.
If extraordinary events occur in the game an officer's benefit can be increased
without consulting these tables.
Other officers must be rolled for on the following tables.
US Officers
Original Command +3 +2 +1
Corps 19 - 20 11 - 18 1 - 10
Division 20 14 - 19 3 - 13
Brigade -- 17-20 6 - 16
Regiment -- 20 11 - 19

 
 

CS Officers
Original Command +3 +2 +1
Corps 13 - 20 5 - 12 1-4
Division 17 - 20 12 - 16 1 - 11
Brigade 20 14-19 3 - 13
Regiment -- 17 - 20 6 - 16

 
 


Militia and Garrison officers roll one command level below their actual command.

Table #5 - Tactical Reliability


Add two to the officer benefit roll. This comes into effect when ordered to operate
independently off table.

Table #6 - Political Clout (1d20)


US and CS Clout
1-5 Poor
6 - 15 Average
16 - 20 Much

This comes into play if an officer is removed by a player.

Return to table of contents

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

 


Table #2 - Infantry Weapon (1d20)


US Weapon CS
1 Poor Rifle 1-2
2-6 Musket 3-8
7 - 20 Rifle 9 - 20

 


If weapon carried by regiment or brigade is historically know, use that instead of a


random roll.

Table #3 - Cavalry Weapon (1d20)


US Weapon CS
1 - 15 Carbine 1 - 12
16 - 18 Rifle 13 - 15
--- Musket 16 - 17
--- Shotgun 18 - 19
--- Pistol 20
19 - 20 BL Carbine ---

 


If weapon carried by regiment or brigade is historically know, use that instead of a


random roll.

Table #4 - Tactical Battle Point Values for Officers


Corps Division Brigade
+3 = 9 +3 = 7 +3 = 5
+2 = 8 +2 = 6 +2 = 4
+1 = 7 +1 = 5 +1 = 3
+0 = 6 +0 = 4 +0 = 2

 


Major players are always +3 and 15 points.


Johnny Reb 2
General modifications and
clarifications
and specific changes for the
1862 campaign

Optional rules in effect for the 1862 campaign from Johnny Reb 2 (see
rulebook):

2. Orders for Shaken Units 10. Canister Hit


3. Primary Fire Zone 11. Skirmishers
4. Firing on Own Troops 12. Single Stand
5. Fire through Enemy 13. Cavalry Charge through
Skirmishers Woods
8. Artillery Fire at Large
14. Smoke and Visibility
Groups
9. Parrott Rifles 15. Night

Once a campaign contact turns into a tactical battle the following are
special provisions that govern these battles.

1. Tabletop Setup - Once the terrain is selected the defender sets up


first within two feet of his edge of the board using hidden
markers. The attacker then sets up within one foot of his edge,
with visible units deployed and hidden markers otherwise. If a
meeting engagement, units will be deployed within one and a
half feet of their edge.
2. Supply on Table - Each unit that is in good supply for
ammunition may bring on one wagon to represent its
ammunition supply. This wagon may only resupply that unit
and moves as very heavy artillery.
Both infantry and artillery may resupply from the wagon, but
artillery may not resupply canister. To resupply, an infantry
regiment must spend one turn marked formation change
touching the wagon, after which it is resupplied. Artillery must
spend two turns marked formation change touching the wagon.
Only one unit may resupply at a time.
If destroyed, immobilized or captured the owning unit looses
one full ammunition wagon from its reserve trains. If a wagon
that has not been destroyed is in the possession of the enemy at
the end of the battle he can replace one unit's ammunition train.
If a supply wagon is destroyed all units within three inches must
do a disorder roll.

3. Orders and Couriers


1. Each unit on the field must be given specific written
orders as to their tactical task. If the overall commander
wishes to change these orders a courier must be sent
unless the commander's figure is touching the officer in
question. Orders are written at the beginning of the turn
the courier is to be sent.
2. Available Couriers: Army, 6; Corps, 4; Division, 2;
Brigade, 1. The highest ranking commander on the field
receives one additional courier.
3. Officers may not move to meet couriers.
4. Couriers move only during the officer casualty phase
after rolling for being hit, and before rolling for officer
casualties. They have a maximum roll of 2 dice no matter
how far from the enemy.
5. Couriers move as officers. They may double their move,
but if they do so they are lost on a roll of 6 on one die (or
1 worse than otherwise would be the case).
6. If a courier is contacted by the enemy during movement
their dispatch is given to the capturing player.

4. Artillery being charged may elect to disengage if it has not fired.


It may not fire and must declare the disengage before the bonus
move of the charge is rolled. Disengaging artillery moves its
entire limbered move (no penalty for limbering) but rolls for
loss of gun: 1 if in open or road; 1 or 2 if in broken; 1, 2, or 3 if
rough. Very Heavy or heavier guns may only disengage if
limbered or in the process of limbering.

5. Firing on own troops by artillery - Artillery's primary fire zone is


the width of the stand to the front of the section OR battery.

6. Any officer may give first fire or charge orders to a regiment he


is in contact with during the mark orders phase.

7. To replace officers above the level of the brigade a courier must


be sent to inform the officer of the promotion. On the turn of the
loss place a courier where the loss occurred. Treat this as a
regular courier. If the courier contacts the replacement then the
replacement is promoted. Otherwise the courier waits until the
next turn to move.

8. If an officer is removed the next ranking officer in the command


is promoted to fill the vacant slot. If they were not assigned a
tactical benefit before, it is rolled for at this time. If the next
ranking officer is not on the field, no one is promoted during the
battle.

9. Replacement officers, if removed by fire, create a point loss for


their army. While these are not calculated into the original point
total they do count toward total points lost.

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.

11. "Stunned" or lightly wounded officers may not move while


stunned. If they are contacted by the enemy they are captured.

12. Units may not charge with empty muskets unless out of
ammunition or if their target is behind some form of works.

13. Skirmishers do not block line of sight for conditions requiring a


morale check.

14. Line of sight is judged by the figure's head, not associated


weapons and flags.

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.

16. Night Rules:


1. Player's, if on the table, may order their units to continue
fighting, which they will do for two turns. If no "player"
is present, or two night turns are finished, a roll of 5 or 6
on one die (during officer casualties of the previous turn)
will mean the battle is over.
2. When a battle ends for the night units occupying
defensible terrain (gives morale benefit) stay in place.
Other units are moved to at least twelve inches apart (or
to defensible terrain to their rear). Units may be shifted
behind this line during the night, and hidden markers
used.
3. If both forces are on the field in the morning following a
battle it may begin again. If a player is on the field, he
may order an attack two turns before dawn.

17. If rain is occurring visibility will be reduced and the following:


1. Light Rain - Units out of ammunition roll is one worse
than otherwise.
2. Heavy Rain - Units out of ammunition roll is two worse
than otherwise. All terrain is one class lower than
otherwise. All streams unfordable.
3. Showers - Periodic effects of light or heavy rain.

18. When an infantry or cavalry unit is captured the unit comes


under the control of the capturing player. The unit immediately
does an initial route move and subsequently move during
movement as a routed unit. It may be moved in any direction by
the controlling player. Once off the table it cannot be
recaptured. If the captured unit is contacted by friendly troops
the unit becomes a shaken unit out of ammunition under the
control of the original commander.

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.

Headquarters and Courier


Rules
1. Couriers only move during the officer casuality phase.
1. They may move as officers. If so, 12 on 2d6 (or less if
closer to the enemy) means they are removed and the
message not delivered,
2. They may move twice officer movement. If so, 6 on 1d6
(or less if closer to the enemy) means they are removed.
3. They are always rolled for at the end of their move and
before they deliver the message.
4. If contacted by an enemy unit they and their message are
captured. They may not be the object of a charge.

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.

4. Commanders may leave their headquarters, but couriers move


to the HQ and must roll as if looking for a general.

Sun rise and sun set times


and full moon dates
For 1862 at Washington City - In fifteen minute increments
Only dates where there is some change are recorded.

Month Day Sun Rise Sun Set Moon


April 1 05:45 18:30 --
April 6 05:30 18:30 --
April 15 05:30 18:45 --
April 16 05:15 18:45 --
April 26 05:00 18:45 --
April 28 05:00 18:45 Full
April 30 05:00 19:00 --
May 6 04:45 19:00 --
May 15 04:45 19:15 --
May 25 04:30 19:15 Full
June 2 04:30 19:30 --
June 21 04:30 19:30 Full
July 8 04:45 19:30 --
July 19 04:45 19:30 Full
July 24 04:45 19:15 --
July 27 05:00 19:15 --
August 8 05:00 19:00 --
August 12 05:15 19:00 --
August 15 05:15 19:00 Full
August 18 05:15 18:45 --
August 28 05:30 18:45 --
August 29 05:30 18:30 --
September 8 05:30 18:15 --
September 12 05:30 18:15 Full
September 13 05:45 18:15 --
September 17 05:45 18:00 --
September 26 05:45 17:45 --
September 28 06:00 17:45 --

Вам также может понравиться