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Grand Army Preface

May 23rd 2008 PREFACE The hobby of playing reasonably realistic games simulating battles by the use of miniature models of soldiers, vehicles, etc. could be said to be as old as the game of Chess. But Chess, and similar games, are highly abstract and rigid. The use of more realistic and detailed rules which can be used with any reasonable combination of forces, terrain and placement (historical or hypothetical) is far more recent. In England it dates back, at least, to the turn of the century and H. G. Wells book, LITTLE WARS. And probably it has been around almost as long in America as well. But it began to really grow, both here and abroad, in the 1950s and 1960s, so that today it is beginning to approach the status, as a hobby, already attained by model railroading and model airplanes. The appeal of the hobby probably springs from the way that any reader of military history sometimes feels that he could have been a better general than the ones described in his books given the advantages of hindsight, and provided that fighting battles were no bloodier than reading about them! Wargaming allows you to give it a try and see if youre right. As a hobby, wargaming is meant to be fun, but it is more than just the playing with toy soldiers of small children. That is, a set of rules is used to simulate realistically the abilities and effects of various weapons, tactics, etc. The object of such rules is not to make the game more dull, but to make it more interesting to people who are genuinely interested in military history. There is, however, a limit to how detailed such realism can be without making the play of the game too complicated to be fun. We hope we have come close to striking the proper balance with these rules. Just about every historical period known to modern man (plus some imaginary ones) is fit subject for wargaming with miniatures and is being recreated on the tabletop somewhere by someone. Some of the most popular periods these days are: the Ancient Period (before the fall of Rome), World War II, Medieval, Fantasy, the American Civil War and the Napoleonic Wars. The latter is probably the most widely played period. This seems odd, because most Americans education usually virtually ignores the history of Europe after Columbus discovered America and before the AEF shipped off to France in WWI. Probably the main reason is that this period is very popular in England, where most of the miniatures for wargaming come from. Also the period has much to recommend itself: the pageantry of the colorful uniforms and flags, the variety of types of units (Highlanders, Hussars, heavy cavalry, Grenadiers, Rifles, Jagers, light infantry) and many nationalities; and it was a period with a good balance between the powers and uses of infantry, cavalry and artillery. The American Civil War is certainly a much more familiar subject to most Americans, and while it lacks some of the assets mentioned above, the period itself abounds with color and mystique. And while the Stonewall and Iron Brigades in miniature might riot have the flashy colors of Napoleons Old Guard or the British thin red line it can still bring a lump to the throat of a Civil War buff to see those famous black hats under the Stars n Stripes, or the crossed red battle flags over the butternut ranks. The miniatures used for wargaming were originally the ordinary childrens toy soldiers or especially nice collectors models, usually in a scale of about 1:32 (3/8 = 1 ) commonly referred to as 54mm scale (the figure of a standing man is 54mm tall). These were definitely too large to allow very many figures on a reasonably-sized playing area, and so the special

30mm scale wargaming figures were evolved. And, in general, the trend has been toward smaller figures ever since. Lately the standard wargaming scale has become 25mm, with a sizable minority using 20mm figures. In the early 1970s Jack Scruby, a major American producer of lead soldiers, brought out his 9mm line (really about 13mm), and Miniature Figurines, Ltd., the largest British producer (who also have a U.S. affiliate), brought out a line in 15mm scale, and also some 5mm castings of entire platoons or companies in line of 2 or 3 ranks. These rules are designed specifically for the 9mm/15mm figures, which allow the use of far more figures than older, larger scales. Controlling all these figures and simulating much larger battles than was previously possible present special problems and opportunities that older rules were not designed to handle. With 30, 25 or 2Omm figures and conventional rules a brigade or two per side will completely cover a 4 x8 or 5 x9 table to the point where the only possible tactic is to charge straight ahead. The flanks are securely anchored at the edges of the board, and there is little room to maneuver, because the troops keep getting in each others way. This bears little resemblance to the great battles of Napoleon and Lee. Whereas, with these rules and the smaller figures, 3 or 4 divisions per side .at least still have plenty of room for maneuver. Ive played in Napoleonic games on a 5 x9 table having 30-35 infantry battalions per side, plus cavalry and artillery in proportion, and still had all kinds of space to move around in. Thus, at last, the wargamer can recreate battles approaching the size of the major conflicts of the Napoleonic and Civil Wars. There were many points of difference between the military methods of Napoleons time and those of our Civil War, but we have found that these are differences that can easily be handled by modifications to a common set of basic rules. For their similarities are also many, one of the major ones being the use of much larger armies than was common in the wars of the 18th century. These rules trace their origins back to the rules designed for Napoleonics by Pete Bennett which were published in PANZERFAUST magazine; Issue #61, under the title Aux Armes! Constant modifications over the course of a year and a half resulted from many enthusiastic games and skull sessions by the old Down East Wargamers Association. The translation of those rules for the American Civil War was first undertaken by me and these also underwent constant revision, over the course of about a year, by the same process, and by extensive overhaul by Pete Rice. By the summer of 1974, as our collections of figures expanded, we began to develop simpler rules for handling more formations, which ultimately resulted in the present Fire Effect system. Except for the version printed in PANZERFAUST, these rules existed only as a collection of charts and as ideas in the heads of those who had created them and others who had played them. Everybody in our group had his own ideas on how to interpret the unwritten rules, his own pet modification to introduce and, no doubt, grave misgivings about somebody elses proposed modifications. The task of choosing between competing interpretations and modifications and of putting all down on paper fell primarily to me. But we, the authors, must thank our fellow members of the old Down East Wargamers for playing, testing, commenting, griping, experimenting and generally participating in the evolution of these rules. Specifically these are: Tom Wham, Richard Hamblen, Kerry Hanscom, (who now works for Jack Scruby), Ed Eaton, Jeff Ellis and Tom and Steve Peaco. And special thanks are due to Jack Scruby, whose 9mm figures started it all and provided the D.E.W.A. with countless hours of great pleasure. But most of all we must thank Pete Bennett, who baked this cake weve been so busily icing. Don Lowry, 19 February 1975, Fallbrook, California

Grand Army I. Basic Concepts


May 22nd 2008 I. BASIC CONCEPTS GRAND ARMY is a set of rules for wargames played with military miniatures of 9mm or 15mm scale, simulating land warfare of the Napoleonic and American Civil War eras. The figures are fastened onto stands (movement trays) for play, because the large number of figures would take too much time to move individually. The number of players which can play will depend on the number of figures available, the space available, and the amount of experience the players have with these rules. Two players could fight out a small battle with a couple of brigades apiece on a 3-foot-square card table, but the actual battles of these two historical periods were massive affairs and these rules were designed with that in mind. A 4 x8 sheet of plywood or 5 x9 ping pong table will allow four, six or even more players to maneuver armies representing several divisions, even corps. Even larger tables and armies are possible, of course. The easiest, and most fun, way to learn to play is to read through these rules once and then participate, as a minor commander, in a game with experienced players, then reread the rules. However, this is not always possible. In that case, start small with simple situations such as frontal attacks, and dont worry about who wins or loses. For large games it is recommended even among experienced players to have at least one player to act as judge. That is, he does not play on either side, but acts as referee, designs the situation and generally insures that the game follows the rules. Experienced miniatures players will probably find one of the most unusual features of these rules to be the 3-stand units. Most rules for these periods usually call for one stand for each company or else cast all in the mold of the French battalions of 1808-1815 with six stands (companies). G.A. ignores companies. The whole purpose of these rules is to get away from casting the player in the roll of battalion or regimental commander and promote him up to division or corps level. To do this it is necessary to think of battalions as units indivisible. So why not a one-stand unit? Because it is still desirable to form battalions into various formations, and this is best simulated by the arrangement of the stands. The 3-stand unit also allows a unit to lose effectiveness without being completely wiped out. This brings us to the other most unusual feature Effect of Fire. Most miniatures rules have used a casualty roster system for taking losses. That is, casualties are expressed in terms of figures killed and these are either marked by casualty caps or some such, or kept track of on paper. This is a hold over from the days before stands, or movement trays were introduced. This works reasonably well until you get too many units involved, then the bookkeeping begins to bog you down. In G.A. the concern is not so much how many enemies a volley knocks down as what is the effect of the fire on the target. (The loss of a stands represents not just the killed and wounded but also those who run. hide, or otherwise stop fighting for the day.) The heart of these rules is in the charts, and we recommend that you copy these off onto large pieces of poster board and place them where they can be seen by all players, for easy, reference. The charts are also where most of the differences between the Civil War and Napoleonic Wars are shown. All rules apply to both periods unless otherwise indicated.

Grand Army II. Composition of Units


May 22nd 2008 II. COMPOSITION OF UNITS INFANTRY: Each, battalion (CW regiment) is represented by three stands of figures. These stands are arranged in different ways to represent different formations, as shown in the formations chart. NAPOLEONIC: Only British and British-trained units (such as the Kings German Legion) may use the Extended Line formation. Only light infantry (including Rifles, Jagers, etc.) can use the Skirmish Line formation. CIVIL WAR: All units can use any of these formations. CAVALRY MOUNTED: Each squadron is represented by three stands. In the Napoleonic period only light cavalry can form Skirmish Line. In the ACW all can. DISMOUNTED: Most ACW Union cavalry, some Confederate cavalry, and most Napoleonic dragoons were equipped and trained to fight dismounted. Each such squadron, in addition to its mounted stands, is represented by three stands of dismounted figures having the same number of figures as its mounted counterpart, and is 1/4 in width for each figure. Only one version of a given squadron can be in play at any given time. Changing from mounted to dismounted status, or vice versa, is a change of formation. In all other respects dismounted cavalry are treated as light infantry except that, in the absence of historical documentation to the contrary, dismounted Civil War cavalry are assumed to be armed with carbines, instead of muskets or rifles. ARTILLERY: Each miniature cannon represents a section of two guns, plus their caissons. These sections are treated as separate units and may be massed together or separated completely, at will. Each section consists, however, of three stands: one for the cannon, one for the crew, one for the horses. Artillery crews consist of two dismounted figures. Napoleonic foot artillery horse stands should have two un-mounted horses. Napoleonic horse artillery and all Civil War artillery, horse stands consist of one mounted figure and one unmounted horse. Prolong guns have no horses, and are 2-stand units (for purposes of morale and all else) from the start. STANDS can be made of stiff cardboard, metal, plastic or wood. Mount figures to each stand in a single rank using glue or modelers putty. GROUND SCALE: Even with figures as small as 15mm or 9mm scale it is necessary that each figure represent more than one soldier (otherwise a British infantry battalion in line formation would be over 6 feet long!). All miniatures rules have found it necessary to do this and to shorten ranges and movement rates, etc. The ratio of space on the playing table to the actual distances being represented is called the Ground Scale. In these rules the ground scale is 1 inch equals 100 feet, and one turn represents about 2 minutes. Unlike many rules,

GRAND ARMY keeps the size of units in scale with the ground scale. So if a unit historically would have occupied a line 375 feet long the miniature unit should be 3 3/4 long. INFANTRY: The number of men represented by each figure is predicated on the ground scale. The, issue is also complicated by the fact that a single rank of figures is representing more than one rank of men. Civil War infantry fought in two ranks (giving 1 foot of front per man) and so each figure represents 25 men. Napoleonic infantry usually fought in 3 ranks (giving 8 of front per man) and so each figure represents about 40 men. British units were the exception since they used a 2-rank line during the Napoleonic period. To keep strengths even, the British use the same 40-1 ratio but spread the figures out more. CAVALRY: Because cavalry lines had fewer ranks (Napoleonic 2, Civil War 1) than the infantry, and to keep the stands from looking deserted, each cavalry figure, represents only half as many men as in the infantry (20 Napoleonic, 12 ACW). STAND SIZES: Infantry stands should be Jo from front to back and J.t in width for each figure except all British. Infantry stands should be 3/8 wide per figure. Cavalry stands should be 5/8 deep and 5/16 wide per figure for Napoleonic cavalry or 3/8 wide for Civil War cavalry. Artillery frontage was usually about 15 yards per gun, so a 2-gun.section taking up a 30-yards front would be about 7/8 wide. However, since the guns could have been placed somewhat closer without impairing efficiency too much, it is best to make artillery stands only about 5/8 to 3/4 wide, depending on the size of the miniature cannon with horse and crew stands the same width, of course, and depth the minimum necessary to accommodate the figures. NUMBERS of men per stand are indicated for the Napoleonic period on the Unit Characteristics charts. These are based on tables of organization, as modified by typical field strengths when units were newly recruited, for the period 1808-1813. It is impossible to organize Civil War formations on a Unit Characteristics chart of the same type as used for Napoleonics. Neither side kept units up to anywhere near paper strength (which was 1000 men per regiment). If you are basing your forces on an actual order of battle for some particular battle and can establish actual strength figures, apply these to the above-stated ratios of figures to men. In the absence of such data use the ACH Strengths Chart. UNIT CHARACTERISTICS for the Napoleonic period are all given on the Unit Characteristics Charts. For the Civil War, all infantry is light infantry, all artillery is horse artillery (and what was called horse artillery in the Civil War equals flying artillery), just about all Union cavalry are dragoons (heavy cavalry for movement purposes) as are Forrests and Morgans Confederates. Stuarts and Wheelers troopers would qualify as light cavalry, as would Sheridans Union cavalry of 1864. Players will have to determine for themselves what units to rate as green and which as elite or crack, as such things were primarily a question of experience and esprit de corps. Some obvious elite or crack units would be the Union Iron Brigade, the Confederate Stonewall Brigade and Hoods Texas Brigade. Fire Value for most stands should be equal to the number of figures on the stand. For green units make it 1/3 less than the number of figures. For units known to be good shots, such as the 13th Pa. Reserve (Bucktails), add 1/3, and for really good marksmen, such as the 1st and 2nd U.S. Sharpshooters, add 2/3. Melee value should be 3 for green units, 4 for veteran units and 5 for crack. Fire values of Civil War cavalry stands should equal one half the numbers of figures on the stand.

Grand Army III. Sequence of Action

May 22nd 2008 III. SEQUENCE OF ACTION Which side moves first is determined by whoever sets up the particular battle situation to be played. With this decided this side, which well call Side A, proceeds as follows: All of Side As artillery units except those firing cannister may fire at any enemy units within their range that are not completely protected by intervening hills, woods, buildings, etc. All of Side As other units may now fire at any enemy units within their range that are not completely protected by intervening hills, woods, buildings, etc. Side A may now move any of his units he wishes, checking morale as necessary. Side B conducts defensive fire at charging units. They may also fire at any units of Side A which have passed thru the field of fire of any of Side Bs units. Any hand-to-hand combat (melee) brought about by Side As movement are resolved, checking morale as necessary. These five steps are now repeated with Side B firing and moving and Side A conducting defensive and pass-thru fire. Note the following: Each side fires first, then moves. Units which conduct defensive or pass-thru fire in step 4 cannot, fire again in their following step 1 or 2. Any given unit may both fire and move in the same turn. There is no movement penalty for having fired. Except that British Rifle units can either fire or move in a given turn, but may not do both in the same turn. RANDOM MOVEMENT is a system designed especially for games requiring a small number of players to handle a very large number of units. The units of each side should be grouped into regiments (all cavalry, Napoleonic infantry), or brigades (Civil War and British Napoleonic infantry) or higher units (brigades/divisions), depending on the numbers involved. Artillery can be grouped into batteries or higher units (battalions/regiments/brigades), depending on the numbers involved. Indicate the make-up of each such higher unit on a 3 x5 card, and place all the cards from both sides together in a box. Side A draws one card (without looking). The units on that card (whichever side they belong to) and only those units may fire and move in the normal manner. The side that did not move now draws a second card note: there is no way of knowing whether a side will draw a card for its own units or for its opponents. Thats the breaks!

RATIONALE: This system accomplishes the following: Keeps one side from having to wait a long time while the other side moves all of a great number of units with a few hands. Simulates the inability of higher commanders to coordinate the actions of all units in a large battle. in the absence of actual subordinate commanders. Provides extra excitement and suspense. For instance: When a breakthrough is made, which will be drawn first, the defenders reserves to plug the hole, or the attackers to exploit it? (Thus will both sides be realistically motivated to keep adequate reserves on hand) EFFECT: It becomes even more important, with this, system, to use the status markers (see VIII. D.). A unit might be Shaken by the fire of one enemy unit and then, before its own card has been, drawn. Stopped by the fire of another enemy unit. As with the normal sequence, a unit effected twice in the same turn suffers the next worse effect. In this case Shaken + Stop = Retreat. There is now also the possibility that a unit that has already been forced to Retreat or Rout before its own card is drawn -is Stopped or Shaken by the fire of another enemy unit. Since Stopping a unit that already cant move a tall next turn has no real effect, again the effect must be changed to that which is next worse than the units current status. Therefore status markers will be needed to indicate units that have been Retreated and that have been Routed (instead of just Moved). Effects are listed below from bad to worst (Engaged units cannot be fired upon) : STOP SHAKEN RETREAT LOSE ROUTE

Grand Army IV. Firing


May 22nd 2008 IV. FIRING ARTILLERY may fire at any unobstructed target (except those Engaged in melee) within an arc of 180 degrees to their front. SOLID SHOT DIRECT FIRE (DF): Use a yard stick or specially prepared artillery stick to indicate the line of fire. Place one end at the muzzle of the firing gun and lay the stick along the desired line of fire. Every unit (friend or enemy) along that line, between the muzzle and the effective range of that type of gun (see Artillery Fire Chart). is a target. On the Effect of Fire chart combine all fire against a given target counting each firing gun (regardless of caliber) as 2 for each stand of the target unit its line of fire passes through. Compare this total to the number of figures in the target unit to obtain the odds ratio. Roll a 12-sided die, add or subtract all applicable Modifiers, and consult the Effect of Fire chart. Firing gun and targets must be on the same level of ground. RICOCHET FIRE (RF) (Smoothbores Only): Same as Direct Fire except: The firing player chooses any point along the line of fire (short of the guns effective range) to be the Point Of

Ricochet (POR). Any units passed through prior to the P.O.R. are treated exactly as under Direct Fire. Units passed through after the P.O.R. are treated the same except that a 6-sided die is rolled for each stand of each unit passed through and the number rolled is used in each case, instead of the 2 used in Direct Fire. The shot will proceed from the P.O.R. a distance equal to 2/3 the distance from the gun muzzle to the P.O.R. i.e. if the P.O.R. is 12 from the gun the shot will go 8 beyond the P. O. R. except that it will be stopped by any stream, plowed field, stone wall, woods, hill or other solid obstacle or soft ground. HIGH TRAJECTORY FIRE (HTF): Find the range from gun to target and consult the HTF section for the gun on the Artillery Chart. Under each range the number given indicates the minimum number need to obtain a hit on the target. Roll one 12sided die. If a hit is obtained it is combined with any Direct Fire or Ricochet Fire hits to improve the odds, counting as 2 . NOTE: with H.T.F., only one unit can be hit per firing gun, and then only if a number is rolled sufficient to match the appropriate column on the HTF chart. If the target is missed the shot is presumed to have fallen where it would do no harm to other units. Naturally, hits cannot be obtained on units beyond the firing guns maximum range. MODIFIERS: Target is in attack column 01 square formation = +1; Target is a building = +2 per story; Firing uphill (target on higher level.)= -1. FIRING UP OR DOWN HILL: If the target is on a different level than the firin9 gun it cannot be effected by DF or RF, only by Cannister (see below) or HTF (which is why the close ranges are provided for HTF for guns). SHELL: In the Napoleonic period only howitzers can fire exploding shells. In the ACW, shell can be fired by howitzers, the 12# Napoleon (a gun-howitzer) and all rifled guns. Shell can only be fired via HTF. The procedure is the same as for firing solid shot via HTF except: ACW cannon capable of firing both shot and shell have separate lines on the Artillery Fire Chart for the two types (be sure to use the correct one); If a hit is obtained the effect is, of course, different. The value of a shell hit depends on the caliber of the shell. The Artillery Fire Chart shows the shell-hit value for each type of cannon capable of firing shell. Shell hits are combined with any shot hits on the same target to improve the odds. SHRAPNEL: In the Napoleonic period only British howitzers could fire shrapnel (a hollow shell filled with musket balls and a small bursting charge and a time fuse. Ideally it should be burst a few hundred yards in front of the target, to allow time for the musket balls to spread. The effect is that of long range cannister). In the ACW it could be fired by all cannon capable of firing shell, except the Whitworth rifles. In these rules shrapnel works the same as shell but has its own ranges on the Artillery Fire Chart. It is less accurate than shell, but more effective when it does hit. CANNISTER: All cannon except the ACW Whitworth rifle can fire cannister (a tin can filled with several small iron or lead balls, converting the cannon into a huge shotgun). A gun firing cannister can hit any one unobstructed target within its cannister range the effect depending on whether its Close Range, Medium Range or Long Range. Cannister fire is combined with musket fire on the Effect of Fire Chart. RIFLED GUNS: The rifled guns used in the Civil War often fired shell with contact fuses instead of timed fuses. This was possible because they fired oblong-shaped projectiles, like modern artillery, instead of the old, spherical kind. For this reason there are no minimum shell ranges for rifles. Shrapnel, however, still needed a timed fuse to explode it ahead of the target, and timed fuses could not be set for too close a range without endangering the crew. Rifled guns may not use Ricochet Fire.

COUNTER-BATTERY: when artillery fires at artillery (with other than cannister) determine whether the target is hit in the usual way, depending on the type of fire (OF, HTF etc.). If the target is hit proceed to the Effect of Fire Chart as usual except do not subtract 4 from the die roll for unlimbered artillery that is only done when artillery is fired on by cannister and/or small arms. Cannon without crews may be manned by infantry or dismounted cavalry (1 stand may be exchanged for an artillery crew stand for this purpose), but they may only use direct fire or cannister, nothing else. When an artillery unit is hit, first roll a 6-sided die and consult the Artillery Loss Chart to see which stand was hit. Each stand counts as 2 for determining odds. If the hit is on a stand that has already been hit it is a miss. INFANTRY may fire at any unobstructed target (except those Engaged in melee) within an arc of 900 to their front that is: 45 to either side of a line perpendicular to the front of the firing stand. Combine the fire value (see Unit Capabilities Charts) of all stands that are firing at a given target (different stands of a firing unit can fire at different targets), Stands firing at close range are doubled; those firing at long range are halved; and those firing at extreme range (rifles only) are divided by 4. These ranges vary according to the type of weapons used, as shown below: SMOOTHBORE MUSKETS (all Napoleonic infantry and dragoons except British Rifle battalions) ranges are: Close Range. 0 2 Medium Range. 2 4 Long Range. 4 6 BRITISH RIFLES (and ACW units armed with the Mississippi 1841 rifles or other preMinie rifles) ranges are: Close Range. 0 2 1/2 Medium Range. 2 1/2 5 Long Range. 5 7 1/2 Extreme Range. 7 1/2 9 SMOOTHBORE CARBINES (Napoleonic light cavalry) ranges are: Close Range. 0 -IV Medium Range. 1_-3 Long Range. 3 -4 -2 MINIE-STYLE RIFLES & RIFLED MUSKETS, including breechloaders and repeaters, (most ACW infantry) ranges are: Close Range. 0 -3 Medium Range. 3 -6 Long Range. 6 -9 Extreme Range. 9 -12 RIFLED CARBINES (most ACW Union cavalry and some Confederate cavalry) ranges are: Close Range. 0 -2 Medium Range. 2 -4

Long Range. 4 -6 Extreme Range. 6 -8 BUCK AND BALL: Civil War units armed with smoothbore muskets (and some were, especially during the first two years, on both sides) usually included 3 buckshot in each cartridge, as well as one musket ball. Therefore when such stands fire at Close Range instead of doubling the fire value triple it. BREECHLOADERS: For ACW units armed with breechloaders (most Union cavalry had breech loading rifled carbines; the 1st and 2nd U.S. Sharpshooters and the 13th Pa. Res., Bucktails, had breech loading minie style rifles) figure as for muzzle-loaders and then triple the result. REPEATERS: For ACW units armed with repeaters (some Union cavalry in the last 2 years of the War had repeating rifles and some had repeating rifled carbines) figure as for muzzleloaders and quadruple the result. UPHILL: For stands firing uphill figure as usual and then divide by 2 ENFILADE: For stands whose fire enfilades the target (line of fire passes through more than one stand of the target unit) figure as usual and then multiply by 2. Once the total adjusted fire value of all units firing at a given target has been computed, compare it to the number of figures on the target stand to obtain an odds ratio as given on the Effect of Fire Chart. (Round off in favor of the target unit.) For instance: three stands of French Line infantry (fire value of 6 each) firing at a range of 3 (Medium) at a 3-stand battalion of Russian Musketeers (9 figures) would be odds of 2-1. Roll a 12-sided die and add or subtract any applicable modifiers. Cross-index the die roll (as adjusted) with the odds column on the Effect of Fire Chart. A unit already affected by artillery fire from Step 1, if affected again in Step 2. Suffers the next worse effect. E.g. A unit already Stopped, if Stopped again becomes Shaken. CAVALRY: Light cavalry may fire while mounted, using the same procedure as infantry. For ranges see INFANTRY, above. Dragoons may only fire while dismounted, and the same procedure is used. For Ranges, see above. Heavy cavalry have no fire capability. Cavalry fire should be combined with any infantry and/or cannister fire directed at the same target.

Grand Army V. Movement


May 22nd 2008 V. MOVEMENT need not be in a straight line. Turns and pivots are allowed, but no part of the unit may exceed the movement rate.

Cross-index each units formation on the Movement Rates Chart with the type of terrain it will pass through. This will give the minimum distance the unit may move. It may, of course move less, if desired, or even stand still. Fall back means for a unit to move backwards, in the opposite direction from the one the figures face. To change formation (e.g. from attack column to line) consumes one half the movement portion of the units turn. A unit can only form skirmish line if it was in either a line or extended line first. By the same token, an extended line or skirmish line cannot change directly into attack column without spending at least one half a turn in line. Line and March column are not separate formations, and it does not take a half turn to change from one to the other. The only difference is in the direction moved. One-stand infantry and cavalry units are presumed to be in line formation. The Charge movement rate cannot be used unless the unit charging is expected to actually reach contact with an enemy unit. However the intention to charge and the target unit must be announced before measuring the distance to that unit. If the distance proves to be greater than the unit is able to charge, it is moved the maximum charge move toward the intended target unit. A unit that has charged without reaching its target cannot move at all, or change formation, on the following turn (unless forced to do so by enemy action). It must stand still and reform. If a unit is to move through different types of terrain in a single move, break the move down into fractions. For instance, a skirmish line is starting on clear terrain, and moves forward 2 inches to a woods. It now has half its movement left, so it may pro cede into the woods up to 1 3/4 inches (half of the woods rate for skirmish line). Each unit can turn around and face 180 degrees in the opposite direction once each turn. For instance, a unit facing the enemy can turn around and then retreat, but cannot then turn back around to face the enemy until the next turn. MOVING THROUGH FRIENDLY UNITS: Any unit can make any move through (the short way) a friendly skirmish line (inf. or cav.) or unlimbered artillery provided that the skirmish line, or artillery, itself does not move at all. Any unit can make any move except charge through (the short way) a friendly infantry line, extended line or march column provided that the unit being moved through itself does not move at all, and that the unit moving subtracts > from its movement rate. No other formations may be moved through at all. MOVING THROUGH ENEMY UNITS cannot be done except that cavalry may charge (only) through an enemy infantry (or dismounted cavalry) skirmish line (the short way), without effecting it or being effected by it, in order to reach another enemy unit behind it. The skirmish line could, however, be entitled to defensive fire at the cavalry.

FORCED MARCHING may be attempted by any infantry unit which is out of sight of the enemy. Out of sight of the enemy is defined as either: Literally unable to see any enemy units due to blocking terrain or none being on the table orThe unit is at least 15 from the nearest enemy unit and was not fired upon by the enemy on the last enemy turn. Decide whether the unit will attempt a disciplined, moderate or all-out forced march. Roll a 12-sided die and then consult the Forced March Chart. No means the unit will not forced March. Yes means the unit may move twice as far as otherwise entitled, provided it does not move to within 15 of any enemy unit. X means the same as Yes except that one stand of the unit is left behind and the others must move away from it at least one inch. Thereafter, the separated stand is treated as a separate unit until it rejoins the rest of the unit. Lose means the same as X except that one stand is removed, instead of left behind. Units that have lost stands (from any cause) may be combined to form 2-stand or 3-stand units, but: They must belong to the same brigade and their brigade or higher commander must be within one inch of the units being combined.

No stands may be left over and the unit cannot exceed 3 stands. Infantry cannot function as Light infantry unless ALL stands are light infantry. Cavalry cannot function as light cavalry unless ALL stands are light cavalry. Cavalry cannot dismount unless all are dragoons. Artillery may function as horse artillery if the crew stand is horse artillery. Artillery units that have lost their horses stand can no longer move their gun stand, except by manhandling I per turn. Once the horses stand is gone the crew stand may be separated from the gun stand if desired. No unit can make a move unless it has sufficiently high morale for the specific move ordered.

VI. MORALE Morale is checked, if necessary, before a unit moves or as a result of a charge or melee. The numbers on the Morale Chart represent the minimum throw on one 6-sided die necessary to carry out a movement. For example, if you want a two-stand unit, in the open and in sight of the enemy, to charge, you will have to throw 4 or higher. But note:

You must announce what your order for that unit is before you roll. The die roll is adjusted by certain modifiers shown on the Chart. If your roll is not high enough to allow the unit to perform the move ordered, skip down the column to the . This is what the unit must do. For instance, if, in the above example, a 3 is rolled for the 2-stand unit ordered to charge, it cannot. So, instead, it must stand fast.

MORAL CHECK
1. When out of sight of enemy (see V.I.1) all units will do as asked. 2. When a unit is IN sight of the enemy and: A. In The Open 3 Stands 2 Stands 2 4 1 3 2 1 1 0 1 0 1 Stand 8 6 4 2 1 B. In Fort or Trench or Equivalent 3 Stands 2 Stands 1 Stand 4 6 10 3 5 8 2 4 6 1 0 3 0 X 3 -

Charge Advance Fall Back Stand Fast or Change Formation Retreat (Rout)

3. When unit is within medium range of enemy small arms (other than skirmishers) or manned, unlimbered enemy artillery or within the charge range of mounted enemy cavalry (including units Engaged in melee) and: A. In The Open 3 Stands 2 Stands 4 5 3 4 2 4 1 0 3 0 1 Stand X 9 9 7 5 B. In Fort or Trench or Equivalent 3 Stands 2 Stands 1 Stand 6 8 10 5 7 10 4 6 7 2 0 4 0 X 4 -

Charge Advance Fall Back Stand Fast or Change Formation Retreat (Rout)

When a unit fails a Morale Check it will take the action indicated by - Stand Fast = to remain unmoved. Advance = to move closer to enemy unit(s). Charge = to use the Charge Movement rate. Fall Back = to move in the opposite of the direction faced. Retreat = to move away from the enemy - if forced to Retreat, unit must move as far as possible. Route = unit breaks up into individual stands, which must retreat as far as possible. Stands are treated as 1 Stand units until re-united. When a 1 Stand unit routs it is removed from the game. MODIFIERS: PLUSES Own Brigade C.O. within I" of (only one) unit = +1 Own div/corps C.O. within I" of (all such) unit(s) = +1 Own army/higher C.O. within I" or (all such) unit(s) = +2 Unit on right does same or better = +1 Supporting units within 3" to rear = +1 Unit is elite = +1 Unit (not skirmishers) charging skirmishers = +2 Charging rear of enemy unit = +2 Charging flank of enemy unit = +4 Unit is in column formation = +1 MINUSES Unit on right fails to do same or higher = -1 Enemies in unit's ilTl11ediate rear (within 6") = -1 Enemies on unit's flank (within 6") = -2 Unit is green = -1 . Enemies on unit's supply line and visible to unit = -1 Unit's within close range of enemy or 1/3 the charge range of enemy cavalry = -2

Grand Army Morale Check

Unit Characteristics:

AUSTRIAN
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Unit Type Fuysiliers Jagers Grenadiers Light Horse Uhlans Hussars Dragoons Kurassiers Landwehr Frei Corps Grenzers Freiwilliger Jagers Landwehr Dragoons Dismounted Dragoons Dismtd Lw Dragoons Foot Artillery Horse Artillery

Line Inf. Light Inf. Line Inf. Light Cav. Light Cav. Light Cav. Heavy Cav. Heavy Cav. Line Inf. Light Inf. Light Inf. Light Inf. Heavy Cav. Light Inf. Light Inf. -

10 10 4 .5 * .5 * 7 10 17 8 1 1 ** -

yes yes yes yes yes yes

yes yes yes yes yes -

4 5 6 8 8 8 7 10 4 4 5 5 7 3 3 4 3

10 6 4 2 2 2 2 2 10 10 10 6 2 2 2 2 2

2 *** 8 8 8 4 8 2 4 4 4 -

* Light Cavalry can fire carbines while mounted. ** Foot Artillery can fire muskets instead of cannon, if desired. *** Converged Battalions.

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2 2 2 2 2 2 2 2 -

Unit Characteristics:

FRENCH
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Unit Type Pre 1813 Line Infantry Pre 1813 Light Infantry Line Grenadier Post 1812 Line Inf. Post 1812 Light Inf. Young Guard Middle Guard Old Guard Chasseurs Old Guard Grenadiers National Guard Dragoons Chasseurs a Cheval Hussars Mamelukes Lancers Pre 1810 Carabiniers Post 1809 Carabiniers Curassiers Old Guard Horse Grenadiers Guard Dragoons All other Old Guard Cavalry Dismounted Dragoons Dismounted Guard Dragoons Foot Artillery Hourse Artillery Gd. Foot Artillery Gd Horse Artillery

Line Inf. Light Inf. Line Inf. Line Inf. Light Inf. Light Inf. Light Inf. Light Inf. Line Inf. Line Inf. Hvy. Cav. Lt. Cav. Lt. Cav. Lt. Cav. Lt. Cav. Hvy. Cav. Hvy. Cav. Hvy. Cav. Hvy. Cav. Hvy. Cav. Lt. Cav. Light Inf. Light Inf. -

6 8 5 6 8 7 8 8 5 4 1** 1** 1** 1.5 1.5 1 -

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yes yes yes yes yes -

- 4.5 6 3 5 6 3 yes 6 5 4 6 3 - 4.5 6 3 yes 5 5 2 yes - 4.5 5 2 yes 5 5 2 yes 6 5 2 - yes 4 6 7 3 5* yes 8 3 4-8 yes 8 3 4-8 yes 8 3 4-8 yes 8 33 4 - 8 yes 9 3 4 yes - 10 3 4 yes - 10 3 4 yes 9 3 yes 8 3 yes 8 3 3 3 5* yes 3 3 5* 4 2 4*** yes 3 2 4*** yes 4 2 4*** yes 3 2 4***

Un

2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 -

* After 1812 two squadrons permanently dismounted ** All light cavalry, except lancers, can fire carbines while mounted. "*** Sections per battery; usually 3 of guns & 1 of howitzers.

Unit Characteristics:

RUSSIAN
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Unit Type Musketeers/Infantry Jagers Grenadiers Guard Jagers Guard Marines Finland Jagers Imperial Guard Chasseur a Cheval Uhlans Cossacks Guard Cossacks Hussars Dragoons Pre 1813 Kurassiers Post 1812 Karassiers Militia Bashkirs Dismounted Dragoons Foot Artillery Hourse Artillery Guard Hussars Guard Uhlans Guard Dragoons Guard Kurassiers Dismounted Guard Dragoons

Line Inf. Light Inf. Line Inf. Light Inf. Light Inf. Light Inf. Line Inf. Light Cav. Light Cav. Cossacks Cossacks Light Cav. Heavy Cav. Heavy Cav. Heavy Cav. Line Inf. Heavy Cav. Ligh Light Cav. Light Cav. Heavy Cav. Heavy Cav. Light Inf.

3 4 3 7 4 7 4 1* 1* 2 .5 * 1.5" 1 1* 1.5

yes yes yes yes yes

yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes

yes yes -

4 4 6 4 5 4 6 8 8 8 8 8 7 9 10 4 6 3 4 3 8 8 7 10 3

3 3 3 4 4 4 4 3 3 1 1 3 3 3 3 3 2 3 2 2 3 3 3 3 3

2 2 2 3 3 3 3 8 8 3 4 8 4 4 4 2 4 4 6 6 4 4 4 4 4

* Light Cavalry can fire carbines while mounted.

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3 3 2 2 3 3 3 3 2 3 3 3 3 3 3

Unit Characteristics:

PRUSSIAN
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Unit Type Musketeers Fusiliers Jagers Grenadiers Guard Fusiliers Guard jagers Guard Schutzen Guard Grenadiers Landwehr Freilliger Jagers Uhlans Hussars Dragoons Pre 1814 Kurassiers Post 1813 Kurrassiers Foot Artillery Horse Artillery Dismounted Dragoons

Line Inf. Light Inf. Light Inf. Line Inf. Light Inf. Light Inf. Light Inf. Line Inf. Line Inf. Light Inf. Light Cav. Light Cav. Heavy Cav. Heavy Cav. Heavy Cav. Light Inf.

5 5 7 5 7 7 7 5 3 5 .5 * 1 1

yes -

yes yes yes yes yes yes yes yes yes yes -

yes yes -

4 4.5 4 6 5 5 4 6 4 4 8 8 7 9 10 4 3 3

5 4 4 5 5 4 4 5 5 4 2 2 2 2 2 2 2 2

2 1 ** 1 2 4 4 4 4 4 -

* Hussars can fire carbines while mounted. ** Converged Battalion.

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2 2 2 2 2 2

Unit Characteristics:

BRITISH
d ni t l ue ta n gm B tn -Sq n/ R t ur R g es o tS n tan d ni t nt e me a lu nU s /S F ig ur e Va Me le e it Un

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Unit Type Line Infantry Light Infantry Rifles Fusiliers Highlanders Foot Guards Highland Lights Dragoons Scots Greys Light Dragoons Hussars Horse/Life Guards Militia Dismounted Dragoons Foot Artillery Hourse Artillery Rocket Artillery

Line Inf. Light Inf. Light Inf. Line Inf. Line Inf. Line Inf. Light Inf. Heavy Cav. Heavy Cav. Light Cav. Light Cav. Heavy Cav. Line Inf. Light Inf. Flying Art.

7 9 7 7 7 9 9 .25 ** .25 ** 3 1 1 -

yes yes -

yes yes yes yes yes yes yes yes yes -

yes -

4.5 4.5 4 6 5 6 5 8 9 8 8 9 4 3 4 3 3

5 7 4* 5 5 7 7 2 2 1 1 2 5 2 2 2 2

1 1 1 1 1 1 1 4 4 4 4 4 1 4 4 4 4

* 5th Battalion 60th Rifles = 5 figures / stand, fire value 8. ** Light Cavalry can fire carbines while mounted (half effect).

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Unit Organization:

Year 1861 1861 1861 1861 1861 1862 1862 1862 1862 1863 1863 1863 1863 1864 1864 1864 1864

Side UNION UNION UNION REBEL REBEL UNION UNION REBEL REBEL UNION UNION REBEL REBEL UNION UNION REBEL REBEL

A.C.W. STRENGTHS Figures/ Type Stand INFANTRY 8 REG. INFANTRY 7 CAVALRY 3 INFANTRY 8 CAVALRY 3 INFANTRY 6 CAVALRY 2 INFANTRY 7 CAVALRY 2 INFANTRY 4 CAVALRY 4 INFANTRY 5 CAVALRY 2 INFANTRY 4 CAVALRY 4 INFANTRY 4 CAVALRY 2

Battalion-Squadron/ Regiment 1 1 6 1 5 1 6 1 5 1 3 1 5 1 3 1 5

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