Tattered Flags Gettysburg: The Wheatfield Game Rules v1.0 1
© 2011 Hermann Luttmann and Victory Point Games
TATTERED FLAGS Gettysburg: The Wheatfield
Table of Contents [1.0] INTRODUCTION ....................................... 1
[2.0] GAME EQUIPMENT .................................. 1
[3.0] SET UP ..................................................... 2
[4.0] SEQUENCE OF PLAY ................................ 2
[5.0] INITIATIVE ............................................... 2
[6.0] BATTLE CARDS ....................................... 3
[7.0] ORDERS & COMMAND ............................ 3
[8.0] UNIT ACTIONS ......................................... 4
[9.0] UNIT FORMATIONS ................................. 4
[10.0] MOVEMENT ........................................... 4
[11.0] FORMATION & FACING CHANGES ....... 6
[12.0] REORGANIZATION ................................ 7
[13.0] FIRE COMBAT ....................................... 7
[14.0] BAYONET COMBAT ............................. 10
[15.0] MORALE TESTS ................................... 11
[16.0] RALLY .................................................. 12
[17.0] EXTENDED EXAMPLE ..... INSIDE COVER
[18.0] SCENARIOS ........... SCENARIO BOOKLET
[19.0] DESIGNER’S NOTES ..... SCENARIO BKLT
[0.0] USING THESE RULES New gaming terms, when they are initially
defined, appear in dark red lettering for
quick referencing.
The instructions for this game are organized
into major “Rules” sections as shown in large
green CAPS font, and represented by the
number to the left of the decimal point (e.g.,
Rule 4.0 is the fourth Rule). These Rules
generally explain the game‟s components,
procedures for play, the game‟s core systems
and mechanics, how to set it up, and how to
win.
With each Rule, there can be “Cases” that
further explain a Rule‟s general concept or
basic procedure. Cases might also restrict the
application of a Rule by denoting exceptions
to it. Cases (and Subcases) are an extension
of a Rule shown in how they are numbered.
For example, Rule 4.1 is the first Case of the
fourth Rule; and Rule 4.1.2 is the second
Subcase of the first Case of the fourth Rule.
Important information is in red text.
References to examples of a Rule or Case are in blue text and/or this font.
Text in shaded boxes, like this, provides the
voice of the game‟s designer, who is
addressing you to explain an idea or concept
that is not, itself, a Rule or a Case.
[1.0] INTRODUCTION Tattered Flags is a series of Kriegspiel-style
historical miniatures/board games depicting
battles of the American Civil War (1861-
1865). In this first game in the series, each
player controls a Union or Confederate force
at the Battle of Gettysburg, struggling for The
Wheatfield on July 2nd, 1863. Future games
in this series will expand the detail and
accuracy of this system.
Since many players do not have the time,
funds or eyesight to paint armies of miniature
figures, Tattered Flags comes with colorful
cardboard counters, called “Stands” (in the
vernacular of miniatures gaming). These
games also use a printed battlefield game map
in lieu of miniature trees, hills, buildings, etc.
Feel free to substitute miniature figures if
desired!
Important: Der Spielgeist – There is a “spirit
of the game” in Tattered Flags that must be
maintained during play. Because of the
inexact regulation of the movement and
positioning of pieces on the map, players
should not vigorously debate every fraction of
an inch during play. Be reasonable, have fun,
and let a friendly roll of a die solve any
dispute that is at an impasse.
[2.0] GAME EQUIPMENT Parts Inventory
● 1 11” x 17” map
● 65 1” x 1/2” combat (“Stands”)
● 5 1” x 1/2” leader units (“Stands”)
● 60 1/2” square information markers
● 20 Battle cards
● 2 Player Aid sheets
● 2 Measuring “Rulers”
● 1 Game Turn Track
● 1 Scenario booklet
● 1 Rules booklet
Required but not included are two 6-sided dice.
[2.1] The Game Map: The game map depicts
the area around the Rose Farm wheatfield at
the Battle of Gettysburg with north being the
top edge, west to the left, etc. The scale is
approximately 50 yards to the inch (so the
entire map is about a half-mile wide by a
third-mile deep) and each contour line is a 10
foot change in elevation (the numbers being
x10 feet above sea-level; e.g., 52 = 520 feet
above sea level). Tattered Flags is a
miniatures-style game without a grid on the
map; units are moved, and firing ranges are
determined, by measuring inches, not by
counting hexes or squares.
The terrain features are as they existed at The
Wheatfield battle and affect movement and
combat. Each contour line‟s relative height is
given on the map, with the ground between
contours considered to be at the height of the
lower of those two contours.
[2.2] Units: The rectangular pieces, called
“Stands” from the small bases that miniature
figures are glued to, represent the troops that
actually fought at this battle. Each Stand
represents approximately 150 men (for
Infantry type units) or 3 to 4 guns (for
Artillery type units). The front of each Stand
is its “full-strength” side, and the reverse is
its “reduced-strength” side (with its Name
and Type in red) showing it has suffered
significant casualties and/or disorganization.
Armament: “R” is for Rifled and “S” for
Smoothbores (Muskets for Infantry and
Cavalry, or Cannons for Artillery). The
number before this letter on Artillery units
is the actual number of guns in that Stand.
Nationality: Union and Confederate.
Experience: As shown by military rank
insignias below:
Number of Stands in Unit: Some units
consist of multiple Stands, such as the 15th
South Carolina Regiment, which consists
of three Stands. This is indicated by the
number in the top-left corner of the Stand.
Brigades: Units (of one or more Stands each)
are grouped together into Brigades under a
named Leader. Note that each Artillery
unit is an Independent Battery temporarily
attached (assigned) to a Brigade each Turn
and functions under that Brigade‟s Leader.
For Example: De Trobriand‟s Brigade consists of the 17th Maine (two Stands), 40th New York (three Stands), 3rd Michigan (one Stand), 110th Pennsylvania (one Stand) and 5th Michigan (one Stand) Infantry Regiments.
[2.3] Leaders: Each large rectangular piece
represents a Brigade (“Brigadier”) General
and his staff. Leaders each command a group
Crack: Silver Captain‟s bars
Veteran: Silver Lieutenant‟s bar
Seasoned: Sergeant‟s stripes
Green: Corporal‟s stripes
Raw: Private‟s stripe
]
Experience
Armament
Unit Name (full-strength)
Brigade Commander
Unit Type FRONT SIDE
BACK SIDE
Unit Name (reduced-strength)
Number of Stands in
Unit
Tattered Flags Gettysburg: The Wheatfield Game Rules v1.0 2
© 2011 Hermann Luttmann and Victory Point Games
of units as per the Order of Battle listed in
each scenario of the game. Note that Leader
Stands have two halves (“Ready” and
“Activated”) to indicate their current game
status (see Rule 4.0 3-B).
Command Rating: This is indicated by the
number of stars near the center of that
Leader‟s Stand:
= Inferior
= Average
= Superior
[2.4] Markers: The ½” square pieces are the
game‟s various information markers and are
explained in detail in their appropriate Rules
sections.
[2.5] Battle
Cards: These
cards simulate
the types of
unusual
events and
special
combat
circumstances
that occurred
on the Civil
War battle-
fields.
[2.6] Player Aids: The Turn Record Track
and two-sided Player Aid sheet display all the
tables and charts needed to play.
[2.7] Rulers: Although Tattered Flags comes
with a pair of Rulers (one for Movement and
one for Fire Attacks) that must be cut apart,
you may want to find a ruler and/or yardstick
to help measure longer distances during play.
[3.0] SET UP Players must select a scenario from the
Scenario booklet. Gather and deploy your
forces, noting any Special Rules and that
Scenario‟s Victory Conditions (17.0).
Next, shuffle the deck of Battle
Cards, dealing two cards, face-
down, to each player. Players may
freely examine their own cards.
The remaining cards are placed,
face-down, in a Draw Pile nearby.
If either player received the Fog of War card,
that player replaces it with a newly drawn
card and shuffles the Fog of War card back
into the Draw Pile before commencing play.
Put the Game Turn Track in a
visible location near the map where
both players can easily read it, and
place the Game Turn marker in the
„1‟ box showing the side with the Initiative
face-up.
Finally, place the remaining markers, dice and
Player Aid sheets within easy reach.
[4.0] SEQUENCE OF PLAY A Game Turn consists of the following
activities that must be conducted in order:
1. Initiative Phase: Players each roll one die
for Initiative. The high die roll wins and
that player decides who will be the First
Player and Second Player that turn (5.0).
2. Battle Card Phase: The First Player draws
a new Battle Card into his hand. He may
then discard one unwanted card and replace
it with another newly-drawn card. The
Second Player then does the same (see 6.0).
3. First Player Turn: Each Player Turn
consist of two Phases that are conducted in
order:
A. Orders Phase: The player whose turn it
is (only):
1) Must select one of his unactivated
Leaders (Brigades) this turn to
become Active; this formation is
known as the Active Brigade
2) May attempt to change that Brigade‟s
current Order (see 7.2);
3) Determines which units in that
Brigade are within Command
Control (see 7.3);
4) Then he assigns any one Artillery unit
to the Active Brigade (see 7.4).
B. Action Phase: Some, none or all of the
units of the Active Brigade (only), in
any order desired, may each conduct up
to its limit of eligible Actions to conclu-
sion (see 8.0). When all of the units in
the Active Brigade are finished, slide that
Leader‟s Orders marker to the left
revealing that Leader‟s “Activated” side.
4. Second Player Turn: The Second Player
then performs his Orders and Action
Phases for one of his Leaders (Brigades) of
his choice.
5. Alternating Player Turns: Players then
alternate activating Leaders (Brigades) until
all Brigades in play have been the Active
Brigade exactly once this Game Turn.
6. Mutual Rally Phase: Both players must
attempt to Rally their Broken units. Players
alternate Rally attempts, one unit at a time,
starting with the First Player (see 16.0).
7. Housekeeping Phase: Advance the Game
Turn marker one box to indicate that the
current Game Turn is completed. Slide each
Leader‟s Orders marker to the right to
reveal its “Ready” side.
A complete game of Tattered Flags continues
in this manner, repeating this Sequence of
Play turn after turn until the end of the final
Game Turn of the Scenario (17.0).
Each Game Turn represents a variable amount
of time (perhaps 15 to 20 minutes). The
Tattered Flags system gives the proper effect
simulating the ebb and flow of the action and
reaction on a battlefield, with the lulls and
surges of activity smoothly conforming to a
fixed number of Game Turns.
[5.0] INITIATIVE Initiative represents each force‟s higher
(Division) level command‟s ability to issue
their orders to each of their Brigades. These
higher-echelon Generals are located else-
where on the larger battlefield beyond the
edge of the map and are handled abstractly.
[5.1] Procedure: During this Phase, both
players roll one die and the Confederate
Player (only) adds one (+1) to his die roll for
superior leadership at the Division level at
this battle.
The player with the higher roll gains the
Initiative and flips the Game Turn /
Initiative marker to his side (Union blue
or Confederate butternut background) as a
reminder that he has the Initiative this turn.
Tied rolls are won by the player who did
not have the Initiative last turn.
[5.2] Effect of Initiative: The player with the
Initiative decides who will be the First Player
during that Game Turn.
Turn Record Track
Player Aid sheet (front and back)
Command Rating
Brigade Commander‟s Name
Corps - Division
Showing “Ready”
half
Showing “Activated” half
Sample Markers
How the card is applied
When the card can be played
Card Title
Tattered Flags Gettysburg: The Wheatfield Game Rules v1.0 3
© 2011 Hermann Luttmann and Victory Point Games
Example: The Confederates had the Initiative last turn. During this turn‟s Initiative Phase, both players roll one die. The Union Player rolls a 4
while the Confederate Player rolls a 3, which is
automatically increased by +1 for a total of “4.” With the rolls tied, the Union Player gets the Initia-tive since the Confederate Player had it last turn.
The Union Player ends this Phase by declaring that he will be the First Player this turn.
[6.0] BATTLE CARDS Battle Cards are self-explanatory player-
controlled random events. Each card details
when and how it can be played, and what its
specific effects are. These effects supplement,
bend or even break certain Rules. When there
is a conflict between the Rules and cards, the
cards take precedence.
Procedure
During the Battle Card Phase, each player,
beginning with the First Player, draws one
card and may then discard one unwanted card
from his hand and immediately draw another
card to replace it. There is no limit to a
player‟s card hand size.
Battle Cards are played at various times, as
stated on each card. There is no limit to the
number of eligible cards that can be played in
any turn or even at one time. Cards are
resolved in the order in which they are played.
If players simultaneously commit their cards,
the First Player decides in what order they
are resolved.
After resolving a card‟s effects, that card is
placed into a Discard Pile, face-up next to the
Draw Pile. The Discard Pile can be reshuffled
to make a new Draw Pile when necessary.
Cases
[6.1] Card Colors: If the card shows two
events, the Union Player can only use the one
in the blue box and the Confederate Player
can only use the one in the gray box.
[6.2] Leader Casualties: If a card‟s effect
results in the
wounding or
killing of a
Leader, that
Leader Stand is
immediately
flipped over to
its Replace-
ment Leader side. In
addition, a
newly placed Replacement Leader‟s Order
(7.1) is set to Confusion.
[6.2.1] A Wounded Leader is removed
from play for a certain number of turns.
Place any unused markers that many turns
ahead on the Turn Track as a reminder. He
returns to play when the Game Turn marker
advances into that box. A returning
Wounded Leader‟s Stand is flipped back
over to its normal Leader side, keeping its
current Order marker.
[6.2.2] Killed Leaders are permanently
removed from play and do not return.
[6.2.3] Replacement Leaders: A
Replacement Leader who is himself
wounded or killed simply “replaces him-
self.” The only game effect is that his Order
is immediately changed to Confusion.
Example: The Union Player wants a regiment (unit) to charge a badly shot-up Confederate unit, but that Union Brigade is under a Defend Order and thus can‟t make Charge moves.
But the Union Player holds a Unit Initiative card, and cunningly plays it at the beginning of that unit‟s Action Phase activity. From his hand, he plays the card, face-up, onto the table, and rolls a die.
The result is a 3 (“Steady!”), allowing the unit
one extra Action plus that unit is considered to be under any Order the player desires. The Union Player declares that unit is now operating under a temporary Attack Order and immediately conducts the desired Charge move!
If he had rolled a 1, the unit would have had to
Withdraw away from the nearest visible enemy unit. If he had rolled a 6, it would have had to
Charge the nearest visible enemy unit without conducting any other Actions.
[7.0] ORDERS & COMMAND Orders represent battle directives issued by a
Brigade‟s General that provides its units their
operating parameters. Each type of Order
grants certain advantages and disadvantages
to those affected units. Players must carefully
consider the ramifications of each type of
Order when employing their forces.
Cases
[7.1] Types of Orders: Brigades always
operate under one of four Orders. The appro-
priate Order marker is placed on top of the
corresponding Brigade Leader‟s Stand. Each
unit of the Brigade that is in Command Range
of that Leader (7.3) is considered to be
operating under that Order at all times.
Attack: Units are ordered to act
aggressively towards the enemy and
be mentally and physically prepared
for offensive combat.
Defend: Units are ordered to hold
their ground, consolidate and be
ready to receive enemy attacks.
Maneuver: Units are ordered to
move quickly and continuously to
new positions.
Confusion: Units are extremely
wary, panicky and/or indecisive. This
Order is imposed upon a Brigade.
[7.2] Changing Orders: During Step A.2 of a
player‟s turn, he may attempt to change the
current Order of the new Active Brigade. He
rolls one die on the Change Orders Table (see
the Player Aid sheet) and applies the result.
If the roll is high enough, the Brigade‟s Order
is changed to any other desired by replacing
the current Order marker on that Brigade‟s
Leader. A “No Effect” result means the Order
remains unchanged. If a 1 is rolled, the
Brigade receives a Confusion Order instead
(and can try again to change it next turn).
Example: The Confederate Player assigns a Brigade a Maneuver Order as it enters play along the map edge. The Brigade‟s units march onto the map in Column formations, with each using its last Action that turn to deploy into Battle Line in preparation for an assault the following turn.
During his next turn, the Confederate Player activates that Brigade again (Step A.1) and, during his Step A.2, announces that he wishes to change its Order. He rolls one die and the result is a 5,
which is successful (“Changed”). He replaces the Maneuver Order marker with an Attack marker on that Brigade‟s Leader Stand. Now the in-command units of that Brigade operate with the advantages and disadvantages of the Attack Order.
If he had rolled a 2, the Brigade would remain
under its Maneuver Order. If a 1 was rolled, the
Order would be changed to Confusion, represent-ing a SNAFU caused by the “friction of war.”
[7.3] Brigade Command Control: During his
Step A.3, a player determines whether the
Active Brigade‟s Leader has tactical control
over his units.
Procedure
Consult the Command Range Table on the
Player Aid sheet and compare it to the active
Leader‟s Command Rating (in stars). The
Command Range given is measured from any
part of the Active Brigade Leader‟s Stand to
any part (Stand) of each unit under his
command. If, when tracing this range, the path
touches any Woods or Rocky Woods terrain,
the entire distance that can be traced is
halved. In addition, the Command Range
cannot be traced through an enemy unit.
If any Stand of a unit is within Command
Range, that unit functions normally under its
Leader‟s current Order.
Units outside their Leader‟s Command Range
receive an Out of Command marker at this
time and function with one less Action that
turn. In addition, if the Brigade‟s Order was
just changed this turn, Out of Command units
keep the previous turn’s Order (and are still
subject to that Order‟s parameters). Give each
such Out of Command unit its own Order
marker (with the Brigade‟s previous Order),
placing it next to its Out of Command marker.
That unit remains under that old Order until a
future Step A.3 in which it is within the
The Replacement Leader is still “Ready” and performs normally that turn, but he begins with a Confusion
Order that must be sorted out.
Tattered Flags Gettysburg: The Wheatfield Game Rules v1.0 4
© 2011 Hermann Luttmann and Victory Point Games
Brigade Leader‟s Command Range, at which
time that unit reverts to the Brigade‟s current
Order automatically.
Example: The Union Player has just successfully changed his Brigade‟s Order from Confusion to Attack. He checks to see which units are in Command Range of his Inferior-rated Brigade Leader (Command Range = 2”).
The first unit is about 1” from the Leader Stand and is thus in command. Another unit is 2” away but inside a copse of Woods and so is out of command, as would be a third unit that is 6” from that Leader. These latter two units both receive Out of Command markers (meaning that they operate with one less Action this turn) and are also each given a Confusion Order marker representing the Brigade‟s previous Order because they did not “receive word” of the Order Change.
[7.4] Artillery Units: Artillery units are
Independent formations, not permanently
assigned to any Brigade (hence they have no
Brigade commander‟s name on their Stands).
To conduct Actions, an Artillery unit must be
assigned to an Active Brigade. This can occur,
once per Game Turn, during that player‟s Step
A.1 when activating a Brigade by simply
declaring that the Artillery unit is attached to
it that turn. That Artillery unit then conducts
its Actions as part of its assigned Brigade.
They can be reassigned to different Brigades
each Game Turn in this manner. A maximum
of one Artillery unit can be assigned to each
Brigade each turn.
Because Artillery units
are Independent, they
are never affected by
Command Control (7.3) or the Brigade‟s
current Order (7.2; think of them has having a
permanent status of “No Order”). Thus, they
can use all of their basic allotment of Actions
(8.1) and receive no Fire Combat dice modi-
fiers for being under a specific type of Order.
[8.0] UNIT ACTIONS Each unit in the Active Brigade may conduct
some, none or all of its Actions allowed by its
Experience and modified by its current Order
(see the Player Aids). During a Player Turn,
each unit must complete all of its desired/pos-
sible Actions before the next unit begins
conducting any of its Actions.
[8.1] Action Procedure: Each unbroken unit
has a number of Actions available to it each
Game Turn as per its Experience Rating:
Crack & Veteran = 4 Actions
Seasoned = 3 Actions
Green & Raw = 2 Actions
Broken = 0 Actions
The player commanding the Activated Brig-
ade activates its individual units (i.e., all of
that unit‟s Stands) that are not Broken (i.e.,
do not have a red Broken marker) in any
order he desires. When a unit is activated,
each Action it conducts must be performed to
conclusion before its next Action is started.
If you take care of one unit at a time, one
Action at a time, until all of that unit‟s Actions
are completed, management of forces is easy.
[8.2] Types of Actions: When a unit performs
one Action, it may do one of the following:
[8.2.1] Move: Each Move Action a unit
performs allows it to move up to the
distance listed on the Movement Distance
Table based upon that unit‟s Formation.
Note that there are detrimental effects for
moving through some terrain types as per
the Terrain Effects on the Movement
Table.
Move Limit: The maximum number of
Move Actions a unit can take during any
single Game Turn is limited by its Order.
[8.2.2] Fire Combat: Each unit can only
initiate a maximum of one Offensive Fire
attack per Game Turn, but multiple Fire
Combat Actions may be “pumped into” that
one Offensive Fire attack for added effect.
The first Fire Combat Action used allows
that unit to conduct its Offensive Fire attack
that Game Turn against up to two eligible
enemy target units. Before that attack is
resolved, for each additional Fire Combat
Action that unit uses, an extra Fire Die is
rolled for that Offensive Fire attack.
Example: A unit spends all three of its Actions that Game Turn conducting Fire Combat. Its Offensive Fire attack (initiated with the first Fire Combat Action) would therefore throw two additional Fire Dice (gained by adding in the second and third Fire Combat Actions).
[8.2.3] Change Formation: Each Change
Formation Action allows that unit to make
one adjustment of its Formation or Facing
(as per 9.0, below).
[8.2.4] Reorganize: Each Reorganize
Action allows that unit to do one of the
following:
A) Reduce its Disorder Level by one;
B) Remove a Gone to Ground marker;
C) Roll once on the Recovery Table in
order to attempt to recover losses.
[9.0] UNIT FORMATIONS Every unit must be deployed on the map in a
particular Formation: Battle Line or
Column for Infantry and Cavalry units; Un-
limbered and Limbered for Artillery units.
The important General Rule is that every
Stand in a unit must remain in contact with
another Stand of that same unit. That is, a
unit consists of all of its Stands; they are a
single body of troops (a Regiment or Battery).
A unit‟s Stands are never “detached” and
cannot operate independently of each other!
[9.1] Battle Line: An Infantry or Cavalry
unit can deploy in this Formation by placing
its Stands in contact with each other along
their sides in a single straight line.
A Battle Line can be “bent” by using a
Change Formation Action (11.0), but it may
not move while bent.
[9.2] Column: An Infantry or Cavalry unit
can deploy in this Formation by placing its
Stands in contact one behind the other in
contact front-to-back.
[9.3] Unlimbered: An Artillery unit is
deployed in this Formation to fire its guns. Its
Battery‟s two Stands are deployed in this For-
mation by placing its Stands in contact with
each other along their sides in a single straight
(or bent) line (like a Battle Line; see 9.1).
[9.4] Limbered: An Artillery unit is
deployed in this Formation to move about the
map. That Battery‟s two Stands are placed in
contact one behind the other in contact front-
to-back (like a Column; see 9.2).
[9.5] Single Stand Units: A unit with only
one Stand is assumed to be in Battle Line
(Infantry or Cavalry) or
Unlimbered (Artillery) Form-
ation. If it is not, place a Column
/ Limbered marker next to it to
identify that the unit is in this
alternate Formation.
[10.0] MOVEMENT
Units move voluntarily when activated by
using Move Actions and measuring takes
place with the green Ruler.
.
[10.1] Normal Movement: The owning
player refers to the Movement Distances
Table and finds the moving unit‟s current
Formation (9.0) on it. This lists the maximum
distance that unit can move for that Action.
Important: Normal movement for a unit is
always directly forward, maintaining its
current facing. If a unit wishes to turn or
Battle Line (straight) Battle Line (“bent”)
A Confederate Regiment in Column Formation
Tattered Flags Gettysburg: The Wheatfield Game Rules v1.0 5
© 2011 Hermann Luttmann and Victory Point Games
otherwise adjust, it must first use a Change
Formation Action to rearrange itself as
desired, then use a Move Action to go straight
ahead. Thus, complex battlefield maneuvers
will require multiple Actions.
Example: In the above illustration, the Union Regiment in Battle Line Formation uses Normal Movement to advance 2” (measured by the green Ruler) straight ahead through the Wheatfield.
[10.2] Sidle and Fallback Movement: Both
of these special types of movement can only
be conducted at one half (1/2) the maximum
distance that unit can move for that Action.
Also, the unit conducting one of these Special
Moves must maintain its current facing
direction (no turning or “angling” allowed)!
A unit can Sidle (“side step”) by moving
directly sideways (left or right).
A unit can Fallback by moving directly
backwards.
[10.3] Charge Move: A unit can conduct a
Charge move only if it is not Broken, Gone
to Ground or under a Maneuver, Defend or
Confusion Order, and can make contact with
an enemy unit by moving up to 3” directly
forward.
Hindrances: A unit conducting a Charge
move still suffers normal movement
Disorder penalties for terrain advanced
through, and that unit must stop upon
contact with an enemy unit.
Limit: A unit can only conduct one Charge
move per Game Turn (unless otherwise
instructed by a Battle Card).
Example Continued: The Union Regiment in the previous illustration is in Command (9.0), has an Experience Rating of Seasoned (giving it 3 Actions this turn), and its Brigade has an Attack Order.
With its first Action, as pictured, it advances toward the Southern Regiment defending the Stone Wall. With its second Action, the Union Player wants to make a Charge move and initiate Bayonet Combat (14.0). After seeing the results of that, the Union Player might use the third Action to help recover his own devastated unit, or pour Point Blank fire on the Confederates and try to finish them off.
[10.4] Order Limits: Units under Defend and
Confusion Orders are limited to only one
Move Action each turn when activated.
Units under Attack Orders may perform up to
two Move Actions each turn when activated,
and these may be the same or different types
of movement (e.g., a unit with an Attack Order could Sidle and make a Normal move in the same turn by using two Actions, one for each move).
Units with a Maneuver Order are not limited
in the number of Move Actions they can make
each turn when activated.
[10.5] Terrain Effects: A unit‟s move is
always strictly affected by crossing terrain
features on the map.
If any portion of any Stand in that unit
touches a terrain feature that affects move-
ment at any point during a move, that
terrain‟s effect is applied to that unit at the
conclusion of that Move Action.
Terrain effects penalties must be strictly
enforced. Any contact a unit has with affect-
ing terrain equals a possible Disorder for it.
Disorder measures a unit‟s physical disorg-
anization, psychological trepidation and
reflects casualties (i.e., troops falling out).
Think of it as the state of a unit’s cohesion.
Units moving through affecting terrain at their
full Movement Rate increase their Disorder
Level by one (+1) for Light Obstacles or
by two (+2) for Heavy Obstacles. This
Disorder penalty is applied at the end of each
Move Action in which that unit moves
through affecting terrain.
If multiple types of terrain are moved
through, only the single worst Disorder
penalty is charged.
If a unit is at Disorder Level 4 and receives
a Disorder result, one of its Stands must
take one Casualty per unsatisfied Disorder
result exceeding Disorder Level 4.
[10.5.1] Steep Hills: A unit conducts Steep
Uphill movement when the front edge of
any Stand in that unit moves from a lower
elevation to a higher elevation through a
“hatched” contour line.
Steep Uphill movement adds one
additional (+1) Disorder per hatched
contour line crossed to the normal
Disorder penalty charged by other terrain
moved through.
Note that units moving in Battle Line tend to
“catch” more terrain than units moving in
Column do; this is an intentional feature.
Example: A Confederate unit‟s Move Action takes it through Rocky Woods, over a Fence and across two Steep Hill contour lines. It is only charged two (+2) Disorders for the single most difficult terrain affecting that one Move Action (Rocky Woods; ignoring the Fence), plus two additional (+2) Disorders, one each for moving up slope across the two Steep Hill (hatched) contour lines.
For this single Move Action, this unit is charged a total of four (4) Disorders. Since it began that Move Action at Disorder Level 2, it is raised to Disorder Level 4 and two Stands suffer Casualties (i.e., are flipped to their reduced-strength sides).
[10.5.2] Re-Ordering the Line: If a unit
moves half (1/2) or less (for units that
Sidle or Fall Back, this means moving 1/4
or less) of its maximum movement for that
Action, the Disorder penalty for that Move
Action is reduced by one Disorder (-1)
as shown on that column of the Terrain
Effects on the Movement Table.
[10.6] Passage of Lines: One friendly unit
can move through another if either is in
Battle Line or Unlimbered Formation.
Units cannot “stack,” meaning one unit‟s
Stand(s) cannot remain on top of another‟s at
the end of a unit‟s activation (i.e., at the
completion of all of its Actions). If stacking is
unavoidable (e.g., during a Retreat or
Withdraw move), move the active unit
further along in the same direction until it is
no longer stacked. If this forces the unit off
the game map, the unit is kept off map until it
can be moved back on from the same spot.
[10.7] Movement Prohibitions: The
following movement situations are prohibited
to friendly units:
[10.7.1] Moving Unit’s Status: Units that
are in a bent Battle Line or have Gone to
Ground cannot be moved voluntarily. They
can be forced to move (e.g., from a Morale
Test result or Battle Card effect). An Un-
limbered Artillery unit can only perform
one Move Action (of up to 1”) per Turn.
A unit in Column or Limbered Formation
cannot move through another friendly unit
that is also in Column or Limbered
Formation except while Withdrawing or
Retreating.
[10.7.2] Enemy Units: Enemy units cannot
be moved through. They can only be con-
tacted with a Charge move (10.3).
An enemy Leader that is contacted by a
friendly unit is instantly picked up and
placed directly behind the nearest enemy
unit (i.e., so that Leader is touching the
back of one of that unit‟s Stands).
[10.7.3] Off-Map Movement: A unit may
temporarily “spill over” the edge of the
map while moving but may not end its turn
with Stands off the map. Entire units may
temporarily leave the map as a result of a
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Withdraw/Retreat (see 10.6), but suffer the
normal penalty (see 15.3). While off map,
units cannot do anything except Rally
and/or Reorganize and cannot be attacked
in any way until moved back onto the map
(as a Reinforcing Unit). They may also
permanently leave the map to meet the
scenario Victory Conditions.
[10.8] Leader Movement: Leaders move at
any time while their Brigade is activated.
Leaders are not “units,” therefore:
They do not have a Formation or Facing.
They ignore all terrain penalties.
They can stack with friendly units, and
do not block or otherwise affect those
units.
[11.0] FORMATION &
FACING CHANGES
A unit uses the Change Formation Action
(which is not considered “movement” per se
and is never affected by terrain disruptions) to
adjust its Formation and/or reorient its facing.
Important: All of the Stands in a unit must
remain in contact with each other at all
times along their edges or, when their
Formation is “bent” (11.3) at their corners.
Think of them snapped together like magnets.
Each time a unit uses a Change Formation
Action, it can make one of the adjustments
listed below (11.1 to 11.4):
[11.1] Line, Column and Limber: Infantry
and Cavalry units alternate between Battle
Line (9.1) and Column (9.2), while Artillery
units can switch between Unlimbered (9.3)
and Limbered (9.4) Formations.
To alternate between its allowed Formations,
that unit uses one (1) Change Formation
Action, its Stands are repositioned into the
new Formation (and, if desired, that unit‟s
facing may be freely changed, see 11.2).
Procedure
When changing Formation from Column
(Limbered) to Battle Line (Unlimbered), a
unit‟s Stands are lined up horizontally on
either side of the Stand at the front of that
Column in equal numbers on both sides.
When a unit has an even number of Stands,
the extra Stand can go on either side (below).
When changing from Battle Line (Unlimber-
ed) to Column (Limbered), determine the
Stand at the center of that unit‟s line (it is the
owning player choice between the two center
Stands if that unit has an even number of
Stands in its line) and place the other Stands
in that unit behind that center Stand in
Column (Limbered) formation.
[11.2] Change Facing (Rotate/Spin): To
alter a unit‟s facing, “spin” an unbent (11.3)
unit (i.e., all of its Stands) on that unit‟s
geometric center point to the desired new
direction while maintaining its Formation
(e.g., Battle Line).
Important: When spinning a unit in place to
change its facing, the geometric center of the
entire unit (i.e., the sum of all its Stands) must
be maintained before and after the change.
Think of that point as being nailed down.
Example: A Battle Line of four Stands Changes Facing by “spinning” on its geometric center. Note its Stands stay “snapped” together like magnets. Historical Note: We are aware that units did
not “pinwheel” on a battlefield, but “wheeled”
instead. Quite simply, a pinwheel is much
easier to explain to new players and functions
satisfactorily during gameplay.
[11.3] Bend or Straighten the Line: A multi-
Stand unit in Battle Line / Unlimbered
Formation uses this Action to “bend” the End
Stands (any single or group of Stands that are
entirely to one side of the Stand at the center
of that unit‟s line; the owning player‟s choice
between the two center Stands if that unit has
an even number of Stands in its line) and thus
extend its facing to more than one direction.
“Bent” units cannot move voluntarily! A
player wishing to move a bent unit must first
use an Action to restore it to a Formation that
can move. Note that a bent unit forced to
Charge, Withdraw or Retreat, automatically
“unbends” and snaps back into a straight
Column or Battle Line before conducting
that forced move.
[11.3.1] Refusing a Flank is achieved by
simply bending the End Stands forward or
backward, making sure that the Stands stay
in touch with each other at some point.
The threat of the advancing Confe-derate unit in Battle Line Formation from the west convinces the Union Player to use an Action to Change Formation and bend the End Stand of his unit‟s Battle Line as shown (“refusing” its right flank). This is important when conducting Fire Combat (13.0). Notice that the refusing Stand stays connected to its unit by touching the corner of the adjacent Stand.
Restoring the Line is accomplished by
spending an Action to return (“snap”) the
original Battle Line /Unlimbered Formation
back to its original position. Alternately, a
unit with a refused flank can be changed
directly into a Column (or Limbered;
11.1) Formation by using the requisite
Action(s).
[11.3.2] Irregular Formation is used to
bend up to every Stand in that unit so that
they conform to the natural contours of one
or more terrain features at that unit‟s
location.
The Union unit wants to hold the peak of The Stony Hill and defend it against all comers. An Irregular Formation allows it to bend and wrap its Stands to conform to the contours of the summit. Note that even in an Irregular Formation, the Stands must remain in contact with one another.
Returning to Formation happens when an
Irregular Formation is changed into a
Column (or Limbered; 11.1) Formation by
using the requisite Action(s).
Note that an Irregular Formation cannot
return directly back into a Battle Line!
“Control” of the unit must be re-established
first by organizing it into a Column (or
Limbered) Formation, and then spending
another Action to re-establish a Battle Line.
Refusing a flank as shown above protects a
unit from being “outflanked” in combat.
Pushing a flank forward (instead of “refusing”
it) sets up a “killing zone” where Stands and
Guns can concentrate more fire to their center.
An Irregular Formation is great for defending
a certain piece of key terrain (e.g., a hilltop,
buildings or river), but reforming afterwards
to maneuver or counterattack takes some
effort.
[11.4] Voluntarily Go to Ground:
To make a unit with a Defend Order
(only) less vulnerable to enemy fire,
X
FRONT
BEFORE (Column)
FRONT
AFTER (Battle Line) This Regiment‟s fourth Stand could be deployed on either flank of its new Battle Line.
This unit, the 17th Maine, consists of two Stands, shown here deployed in Battle Line Formation. Its geometric center, halfway horizontally and vertically amid the sum of all its Stands, is shown with a thick “X.”
X
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Measure out from the Fire Triangle at the bottom-center of each Stand to the top corners to find the 45-degrees Fire Arc.
The Fire Arc of 45-degrees.
it can be commanded to Go to Ground.
Simply place a Gone to Ground marker with
that unit. A unit must be under a Defend
Order to perform this Action.
[11.5] Orders: A unit under a Maneuver
Order may conduct one free Formation
Change Action (11.1 to 11.4) at any point
during its activation.
Example: The Confederate Player activates a Veteran Infantry Regiment [4 Actions] in Column Forma-tion and under a Maneuver Order since he wishes to move to occupy a fence line as a defensive position.
The unit moves forward 3” straight ahead (10.1) for the first of its four allowed Actions (8.1).
It then turns towards the fence line for free (11.5) and moves just over 2” straight forward into contact with the fence for its second Action.
Now in position against the fence, it changes into Battle Line Formation (11.1) for its third Action.
For its fourth Action, it bends its right-most end Stand back, thus “refusing” its flank to meet a Union threat to the north. But it runs out of Actions before the unit could conduct Fire Combat (13.0) with its refusing Stand against the enemy unit!
[12.0] REORGANIZATION When a unit performs a Reorganize Action, it
is gathering stragglers and the lightly wound-
ed, putting them back into action, restoring
order, and otherwise getting that unit in a state
of better control during the tumult of battle.
[12.1] Stand Up!: A unit voluntarily removes
its Gone to Ground marker by using one
Reorganize Action to do so. Note that a Gone
to Ground marker is automatically
(involuntarily) removed if that unit is forced
to move due to a Battle Card, Morale Test, or
being Charged.
[12.2] Restore Order: A unit removes one
level of Disorder (e.g., from 3 down to 2) by
using one Reorganize Action to restore order.
Adjust (or remove) its Disorder marker to
reflect this improvement. You may also freely
rearrange that unit‟s reduced- and full-
strength Stands within its current Formation,
if desired, when restoring order (2.2).
[12.3] Recover Casualties: A unit that has
more than one reduced-strength Stand, or
has any Eliminated Stands, can attempt to
recover those casualties by using one Reorg-
anize Action per attempt to recover casualties.
For each Reorganize/Casualties Action, the
owning player rolls one die and consults the
Recovery Table. On a Recover result, that
player may either flip a reduced-strength
Stand back over to its full-strength side – OR
– bring an Eliminated Stand back into play
on its reduced-strength side. In the latter
case, place the regained Stand at the back of
that units Column (Limbered) or on the flank
of its Battle Line (Unlimbered) whether or not
it is bent in some way.
[12.3.1] Recovery Limit: A unit can never
regain its “full health” by using Recover
Casualties Actions during play. At least
one reduced-strength Stand must remain
in that unit (which cannot be recovered).
[12.3.2] Eliminated Units: Non-Artillery
units (only) whose last Stand is Eliminated
can still be reorganized by using Recover/
Casualties Actions. (In fact, while wiped
off the map, this is the only type of Action
they can perform). No Die Roll Modifiers
apply to a Recovery roll in this case. Upon
elimination, the owning player places that
unit on the Turn Record Track two turns
ahead of the current turn. When that turn is
reached, the player may begin to roll to
Recover Casualties for that unit. Artillery
units cannot Recover Casualties once
completely eliminated!
The first successfully recovered Stand is
placed by the owning player anywhere off
map in a friendly Deployment Zone or, if
that scenario has none, off of a friendly
map edge (North edge for the Union, South
edge for the Confederates). That unit imme-
diately receives any Order, is placed in any
Formation and receives a Disorder Level 4
marker. It functions normally in all respects
from then on as a Reinforcing Unit.
Example: A Seasoned unit [Disorder Level 2 and 1 Eliminated Stand] is under a Defend Order while holding a piece of vital ground in Irregular Formation. It is being pounded at Extreme Range by enemy Artillery fire as enemy Infantry closes in for an assault. In preparation, the unit steels itself by using three Reorganize Actions in a row.
Its first two are used to Restore Order and thus remove both Disorder Levels (12.2), completely restoring the unit‟s cohesion and removing its Disorder marker. “Rally „round the flag, boys!”
With its third Action, its owner attempts to Recover Casualties (12.3), rolling one die on the Recovery Table. Since this unit is not within enemy Battle or Point Blank Fire Range, and has a Defend Order, there is a plus one (+1) Die Roll Modifier (DRM). The player rolls a 4, which is increased to a „5,‟
allowing that unit to recover its one Eliminated Stand. The player returns the previously Eliminated Stand to play by placing it on either flank of that
unit‟s Formation on the map (12.3, last sentence) on its reduced-strength side.
[13.0] FIRE COMBAT
Units can shoot at each other on the battle-
field, representing the disciplined discharge of
their weaponry (e.g., muskets or cannons).
General Rules
A unit uses one Fire Combat Action to
“shoot” at enemy units with a Fire Attack
and additional Fire Combat Actions may be
used to increase the deadliness of that attack.
An activated unit can only conduct one Fire
Attack during its Player Turn. (This excludes
Defensive Fire or Return Fire conducted
during the opponent’s Player Turn.)
An active unit (only) can fire at up to two
separate enemy target units during its single
Fire Attack on that turn.
Example: A unit could not conduct a Fire Attack, move forward, and conduct a second Fire Attack during that same turn. It could move, conduct a Fire Attack against one or two enemy units from that position, and then perform other non-Fire Combat Actions to complete its turn.
All Fire Attacks (including Return Fire and
Defensive Fire) use the following procedure:
Fire Combat Sequence
1. Check Each Firing Stand for its Fire
Zone, Range to, and the Visibility of, the
Target Unit(s; up to 2 different targets)
2. Determine number of Fire Dice to use;
Firing player rolls them against each target
3. Determine and Apply Hits
4. Target unit’s possible Morale Test
5. Target unit’s possible Return Fire,
repeating Steps 1-4, above
Cases
[13.1] Fire Eligibility: When a unit fires,
each Stand in it is checked individually and is
allowed to participate (i.e., becomes a Firing
Stand) only if it has a Fire Zone (13.2), is
within range of (13.3) and can trace visibility
(13.4) to at least one enemy Stand (called the
“Target Stand,” see below).
Each Firing Stand‟s designated Target Stand
must be the nearest eligible (i.e., meets the
Fire Zone, range and visibility requirement)
Stand of the Target unit.
[13.2] The Fire Zone: To be an eligible
Target Stand, it must fall into the Firing
Stand‟s Fire Zone. A
Fire Zone is a 1” wide
corridor (i.e., the same
width as this game‟s
Rulers) that can be
tilted in an arc extending
from the unit‟s front
facing edge outward at
up to a 45-degree angle.
Action 1: Advance
Free Turn, Action 2
Action 3: Battle Line
Action 4: Refuse Flank
No Action 5, so no
Fire Combat
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One way to check a Stand‟s Fire Arc is to
line up a straight edge with the triangle at the
bottom-center of the Stand and extend it over
either top-corner of that unit.
Another way to check a Stand‟s Fire Zone is
to simply line up the cut, bottom edge of the
Combat Ruler with front edge of the Stand as
shown above.
[13.3] Range: The range of a Fire Attack is
determined by measuring the shortest distance
between the Firing and Target Stands.
A Fire Attack is conducted at one of three
ranges: Point Blank, Battle and Extreme.
The Firing unit uses the longest range
measured from among the Firing Stands used
to conduct that particular Fire Attack. Fire
Combat is prohibited beyond Extreme range
for the Firing Stand‟s weapon type.
These ranges, as per the Fire Combat Table
and the Combat Ruler, are the maximum
distance for each range category.
[13.4] Visibility: Finally, to be an eligible
Target Stand, some portion of it must be
“visible” to the Firing Stand targeting it.
Visibility is measured by tracing a Line of
Sight (LOS) from any part of the Firing
Stand to any part of the Target Stand,
regardless of the distance traced through
unblocked terrain.
Restrictions on Visibility
[13.4.1] Terrain (Key Concept): Where
there is no terrain blocking visibility, the
distance that a Stand can “see” is unlimited.
When tracing through certain types of
terrain within its Fire Zone, how far a Stand
can see may be limited. Where the LOS
from the Firing Stand to the Target Stand
touches one of these terrain types (as listed
on the Player Aid sheet; e.g., Woods), its
ability to see can be no further than the
cumulative maximum distance listed.
If the total distance traced through
restricting terrain exceeds the distance
shown on the Terrain Visibility Table, that
LOS is considered blocked and the target
unit is not visible.
Example: The Confederate unit is shooting across Rocky terrain (unlimited visibility) through a 1/4” patch of Rocky Woods (1” max visibility) in front of if. The Target Stand is at Extreme Range (between 3” and 5”), and is itself behind 1/2” of Rocky Woods.
The target Stand is visible, as the cumulative amount of Rocky Woods being “seen through” is 1” or less.
When more than one type of restricting
terrain is being looked through to see the
target unit (e.g., both Orchard and Rocky
Woods), all measurement is based upon the
worst terrain for visibility.
Example: A Firing Stand peering through 1” of Woods and ½” of Rocky Woods is considered to be looking through 1½” of Rocky Woods, and thus the target unit would not be visible.
[13.4.2] Elevation: The elevation contours
of the map are marked with numbers
representing the relative height of the
contours (e.g., elevation contour “53” is
two lower than contour “55”).
A Stand‟s elevation is determined by the
location of its front edge. If that should
straddle one or more contour lines, it is
to be considered at the elevation where
the majority of that Stand resides. When
that is evenly split, it is to be considered
at the lower of those elevations.
For terrain to restrict visibility (i.e., for
Case 13.4.1 to apply), that terrain‟s
elevation must be at or between the
elevations of the Firing and Target Stand.
Example: If the Firing Stand is at elevation contour “52” and the Target Stand is at contour “56,” only intervening terrain located at contours “52,” “53,” “54,” “55” and “56” could hinder the LOS. Restricting terrain at elevation “51” would be too low to block LOS.
An LOS may never be traced through a
contour line (regardless of terrain) that is
at a higher elevation than both the Firing
and Target Stands (i.e., a “rise” in the
ground between the two Stands blocks
their Line of Sight to each other).
Example Continued: Restricting terrain at contour “57” would automatically block LOS as it is higher than both units.
A Firing Stand‟s cumulative maximum
LOS distance through restricting terrain
is increased by one inch (+1”) if that
Firing Stand is at least two (2) contours
higher than the Target Stand.
Examples: A Firing Stand is at contour “55” and its Target Stand is at contour “51.” There is an intervening 1½” strip of Rocky Woods at elevation “52.” The maximum LOS through the Rocky Woods is 2” (the 1” base amount + 1” due to the contour difference); therefore the Firing Stand sees its target.
If, instead, the Firing Stand unit were at contour “52,” the maximum LOS would be 1” through that terrain and it could not see the Target Stand.
If both the Firing and Target Stands were at contour “54,” the intervening restricting terrain at contour “52” would not affect LOS at all.
[13.4.3] Other Units: An LOS cannot be
traced through other Stands (friendly or
enemy) at the same contour level as the
Firing Stand. A Firing Stand‟s Fire Zone is
blocked if an intervening Stand at the same
contour level as the Firing Stand occupies
½” or more of the 1” width of the Firing
Stand‟s Fire Zone.
A Firing Stand can always shoot over
intervening Stands if both the Firing and
Target Stands are at higher elevations than
the intervening Stand.
Important: Units at a higher elevation
firing over friendly units (only) at a lower
elevation that are in the Firing Stand‟s Fire
Zone can conduct Overhead Fire.
To conduct Overhead Fire, a Stand must
be at least two contours higher than the
intervening friendly Stand.
Overhead Fire is prohibited if the Target
Stand is within 1” of the intervening
friendly unit.
Overhead Fire is always allowed if the
intervening friendly unit has a Gone to
Ground marker (regardless of contours
or the Target Stand‟s relative distance).
Resolving a Fire Attack
[13.5] Fire Resolution: Unlike determining
Fire Eligibility (13.1), Fire Attacks are
resolved by unit, not by Stand. All of a unit‟s
eligible (13.1) Firing Stands fire (i.e., roll
their dice) together as a single “fistful” at the
designated Target Unit.
Procedure
The Firing player rolls a number of Fire Dice
(each symbolized with a 3-D die symbol: z)
Maximum Fire Arc
A 1” wide corridor
45º angles
The Confederate Firing Stand is at the edge of its Extreme range to the designated Union Target Stand located in the angle of the Orchard.
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as shown on the Fire Combat Table on the
Player Aid sheet (an odd ½ die is rounded up).
The number of Fire Dice thrown is adjusted
for all applicable firing and target unit
conditions listed on the Player Aid sheet.
All Hits rolled are then applied to the Target
Unit by its owning player.
[13.5.1] Conditions Affecting Fire Dice: Various conditions affect the number of
Fire Dice rolled:
Additional Fire Combat Actions: A
unit using multiple Fire Combat Actions
for its single Fire Attack that turn gains
one additional Fire Die (+1 z) per
additional Fire Combat Action used to
“pour it on.”
Terrain Cover: The Target Unit benefits
from terrain cover (i.e., reduces the
number of the attacker‟s Fire Dice) if:
o Half or more of the Target Stands in
that attack have their front edges
occupying the qualifying terrain, OR
o Half or more of the Fire Zones traced
from Firing Stands to their respective
Target Stands in that attack passed
through any amount of such terrain
and that terrain is located at the same
contour or within one contour (higher
or lower) of either Stand‟s elevation
(even if the Target Unit itself does not
qualify as occupying such terrain, see
above).
In order to derive cover from a linear
obstacle (e.g., a wall), half or more of
the Targeted Stands must be in direct
contact with that feature and it must be
between the Firing and Target Stand –
being on top of the feature is no good.
Cover is not cumulative! Use only the
single most beneficial cover modifier.
If the final total of Fire Dice in a Fire
Attack is less than one (<1), one Fire
Die is rolled. The To Hit number is
always a 6 (regardless of range) and the
Target Unit does not take a Morale Test.
[13.5.2] The “To Hit” Numbers: The Fire
Combat Table on the Play Aid sheet lists
the To Hit number(s) needed to score
“Hits” on the target unit (e.g., at Point Blank
Range, the To Hit numbers are 5 and 6; at
Battle or Extreme Range, only a 6 inflicts a Hit). After the Fire Dice are thrown for a
Fire Attack, those results that are To Hit
numbers are “Hits.” All other results are
“misses” and have no effect.
[13.5.3] Applying Hits: The owning player
applies all of the Hits inflicted to the entire
Target Unit, regardless of how many Stands
were actually targeted. Each Hit is applied
separately in one of the following ways:
1. Disorder: The Target Unit‟s level of
Disorder is increased by one (+1), up
to a maximum of Disorder Level 4
(). A unit currently at Disorder
Level 4 must take all further Hits as
Casualties (see below).
2. Casualties: Reduce one Stand in the
Target Unit. If there are any full-
strength Stands in that unit, one of them
is reduced by flipping it over () to its
reduced-strength (red print) side,
starting with the Stand closest to the
firing enemy unit. If there are no full-
strength Stands in that unit, one
reduced-strength Stand (again starting
with the one closest to the firing enemy
unit) is eliminated (removed from the
map and set aside). It can be recovered
later as per Case 12.3.
Example: The Confederate 3rd South Carolina Battalion is at Disorder Level 2 () and is pummeled by a strong Union attack that inflicts 3 Hits. The Confederate Player applies the first 2 Hits as Disorder, increasing the Disordered marker to reflect its new status of Disorder Level 4 (). With the 1 Hit remaining, he has no choice but to flip one of the unit‟s full-strength Stands to its reduced-strength side.
[13.5.4] Point Blank Smoothbore Fire: For
each Hit inflicted by a Smoothbore-armed
unit (Cannon or Rifle) at Point Blank range
(only), the firing player first rolls one die. On
a roll of 5 or 6, that Hit must be applied as
a casualty. After this roll is made, the
remaining Hits that do not result in mandatory
casualties are applied normally.
This procedure is to simulate the devastating
morale and physical effects of the “Napoleon”
smoothbore cannon and the shotgun-like
“Buck n‟ Ball” ammo of smoothbore rifles.
[13.6] Morale Tests: The targeted unit must
immediately take a Morale Test (15.0) if one
of the following conditions applies:
It was an Infantry Fire Attack at Extreme
range and inflicted at least two Hits;
It was an Infantry Fire Attack at Battle or
Point Blank range, or an Artillery attack at
Extreme range, and inflicted at least one
Hit;
It was an Artillery Fire Attack at Battle or
Point Blank range (always);
It was a Defensive Fire Attack (always,
see 14.2).
[13.7] Return Fire: Once per Action Phase (unless under a Defend Order) an Inactive
unit that did not receive a “Broken” result
from a Fire Combat Morale Test (15.0) can
immediately interrupt the Active Player and
conduct a free “Return Fire” Combat
Action back at the Active unit.
[13.7.1] Resolution: A Return Fire Attack
is conducted like a normal one-Action Fire
Attack (i.e., as per Rules 13.5 and 13.6)
except that the Return Firing unit does not
need visibility to the Active enemy unit.
[13.7.2] Opportunity Fire: Should an
Active unit end any Move or Formation
Change Action within eligible Point Blank
range of an Inactive unit, that Inactive unit
can immediately interrupt the Active Player
and conduct Opportunity Fire (before
being shot at) in lieu of Return Fire (after
being shot at). Note that Opportunity Fire is
normally not allowed by the target of a
Charge; it will issue Defensive Fire in-
stead, as per 14.2. However, if the charging
enemy unit does not close, the target of the
charge may still issue eligible Opportunity
Fire. Opportunity Fire counts as that unit‟s
one allowed Return Fire for that Action
Phase and is resolved like Return Fire.
Opportunity Fire is the price the Active unit
pays for “putting on a parade” in front of an
Inactive enemy unit. Note that Opportunity
Fire is less effective (-1 w) than Return
Fire but has the advantage of pre-emption.
[13.7.3] Defense Orders: Inactive units
and Artillery batteries can only conduct one
Return/ Opportunity Fire Attack per
Action Phase with the exception of units
under a Defend Order. Units under a
Defend Order may perform an unlimited
number of Return/Opportunity Fire Attacks
(but they can’t issue both Opportunity Fire
and Return Fire at the same enemy unit.)
[13.8] Multiple Targets: A Firing Unit may
divide its Firing Stands between up to two
eligible enemy units per Fire Attack. Each
Firing Stand can still only fire at one enemy
Target Stand per Fire Attack and determines
its Fire Attack separately against its designat-
ed Target Unit/Stand.
Bonuses and penalties for the Attacking unit
apply to both Fire Attacks. The conditions for
each Targeted Unit are determined separately.
Example: A Seasoned Confederate Infantry unit with four full-strength Stands and a Disorder 2 marker is under an Attack Order and it uses all three of its Actions for Fire Combat against two nearby 1-Stand Union units.
The two left-side Confederate Stands are eligible to fire at only the first Union unit, and declare to do so. All of the Confederate Stands are eligible to fire
+ =
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at the second Union unit (which is in Rocky Woods terrain), but only the two right-side Stands remain to be fired, and those two are declared to do so at the second Union unit.
The left-side Fire Attack receives six Fire Dice (2 z each for the two Stands, -1 z for the Firing
Unit‟s Disorder, +1 z for the Attack Order, and
+2 z for the two extra Fire Combat Actions).
The right-side Fire Attack starts with the same six Fire Dice, but loses -2 z due to the Target Unit‟s
terrain for a net total of four z.
Fire Combat Example: A Veteran Confederate Infantry unit with three full-strength Stands and a Disorder 3 marker is under a Confusion Order. It is Rifle-armed and decides to stay in place and blast away at a Union defensive (fence line) position that is 2” away (i.e., at Battle range).
It uses four Fire Combat Actions for its Fire Attack, meaning the Confederates roll six Fire Dice (2 z each for the three Stands, -2 z for the
Firing Unit‟s Disorder, -1 z for the Confusion
Order, and +3 z for the three extra Fire Combat
Actions). The dice roll is: 2, 5, 6, 4, 2 and
6, resulting in two Hits to the targeted Union unit.
The Union Player decides to take both of these Hits as Disorder results (13.5.3) and places a Disorder 2 marker on the unit. Since the Union unit took one or more Hits (13.6), it must take an immediate Morale Test (15.0).
Assuming that the Union unit passes its Morale Test, it may Return Fire (13.7). The Union unit, which is under a Defend Order, has three Stands, two of which are on their reduced-strength sides. The Union Return Fire rolls three Fire Dice (2 z
for the full-strength Stand, +1 z each for the two
reduced-strength Stands, and -1 z for the unit‟s
own Disorder Level). The Union Player rolls 3,
1 and 5, which all miss. The Confederate unit
suffers no Hits, does not have to take a Morale Test, and its turn then ends.
[14.0] BAYONET COMBAT
A unit conducting a Charge Movement
Action (10.3, a.k.a, “the charging unit”)
begins the Bayonet Combat sequence by
attempting to contact the targeted unit and
engage it in Close Quarter Combat.
Bayonet Combat Sequence
1. Defender Morale Test to Hold. If the
defending unit is Broken or Shaken +
Withdraw, the charging unit is declared
the winner; if it holds, proceed to Step 2
(below)
2. Defensive Fire at Point Blank range
3. Attacker Morale Test to Close. If the
charging unit is Broken or receives any of
the three Shaken results, the defending unit
is declared the winner; if it closes, proceed
to Step 4
4. Close Quarters (“CQ”) Combat Rounds:
A. To Hit Rolls are made for both sides
and applied (14.4) simultaneously
B. The unit suffering the most Hits takes a
Morale Test first (if both suffer equal
Hits, then both take Morale Tests and
apply the results simultaneously)
C. If the unit suffering the most Hits passes,
then the other unit takes a Morale Test
D. If either unit fails, it is declared the
“loser” and the other unit is the “winner”
E. If both units pass, another Round of
Close Quarters combat is fought (Step A)
Cases
[14.1] Morale Test to Hold: A unit contacted
by a charging enemy must take a Morale Test
to Hold. If it gets a Broken or Shaken +
Withdraw Morale Test result, it is moved per
the normal Morale Test procedure (15.3) and
the charging unit wins (see 14.4.3). If the
contacted unit does not suffer a Broken or
Shaken + Withdraw result, it automatically
performs Defensive Fire (14.2).
[14.2] Defensive Fire: This is a “free shot” (a
unit makes one free Defensive Fire Attack
every time it is charged) resolved by that unit
performing one Fire Combat Action at Point
Blank range against the charging unit.
[14.3] Morale Test to Close: The charging
unit must take a Morale Test to Close after it
receives Defensive Fire (even if no Hits were
scored). If it suffers a Broken, Shaken,
Shaken + Go to Ground or Shaken + With-
draw result (these latter two are collectively
referred to as “Shaken +” results), it is moved
per the normal Morale Test procedure (15.3);
no actual Close Quarters Combat ensues and
the defending unit wins (see 14.4.3). If the
charging unit does not receive a Broken,
Shaken or Shaken + result, Close Quarters
Combat ensues (14.4).
[14.4] Close Quarters (CQ) Combat: CQ
Combat (fought with very close range fire,
bayonets, etc.) is conducted in “Rounds.”
Each Round is conducted according to Steps
4.A-E of the Bayonet Combat Sequence.
Immediately remove any Gone to Ground
marker (at no cost) from units engaging in CQ
Combat.
Players begin by consulting the CQ Combat
Table to determine how many dice each side
rolls to inflict Hits on the other.
Important: All Stands of a unit participate in
CQ Combat, even if they are not physically in
contact with the enemy unit.
The results of both players‟ rolls are applied
simultaneously with each 6 scoring a Hit.
Note that there is no minimum number of CQ
Combat dice thrown!
[14.4.1] Bloody Fight: At least half (i.e.,
rounding up to the next whole number) of
the Hits inflicted by CQ Combat must be
taken as casualties (13.5.3, #2).
[14.4.2] Morale Tests to Stand: The unit
that received more Hits in a Round of CQ
Combat must take a Morale Test to Stand.
If that unit does not receive a Broken or
Shaken + result, then the other unit must
similarly take a Morale Test to Stand.
If both sides receive an equal number of
Hits (even zero), then both units must take
Morale Test to Stand with the results
applied simultaneously.
[14.4.3] Ending CQ Combat: A unit that
is completely eliminated loses that combat.
If a unit receives a Broken or a Shaken +
Morale Test result, it is moved per the
normal Morale Test procedures (15.3) and
loses that combat.
If both units lose (i.e., both fail a required
simultaneous Morale Test to Stand), both
are moved per the normal Morale Test
procedures (15.3) and there is no winner.
If there is no loser declared that Round (i.e.,
neither side‟s Morale Test to Stand resulted
in a Broken or Shaken + result), then
another Round of CQ Combat ensues
(Steps 4.A-E), and this is repeated until
either a winner or no winner is declared.
[14.4.4] Winning and Losing CQ
Combat: The winning unit receives a
Confident marker (overriding any previ-
ously placed morale marker on the unit).
If the winning unit Charged or fought a
Round of CQ Combat, its level of
Disorder is increased by two (+2) to a
maximum Disorder Level of 4. Do not
inflict any additional casualties.
If the losing unit is an Infantry type and
fought a Round of CQ Combat, its
level of Disorder is increased by two
(+2) to a maximum Disorder Level of 4
(unless Broken, of course). Do not inflict
any additional casualties.
If the losing unit is an Artillery type and
fought a Round of CQ Combat, it is
completely eliminated.
[14.4.5] Charge Impetus: If the Charging
unit is the winner, it is moved forward,
occupying the defender‟s vacated position,
6 z
3 z
Fire Attack
Return Fire
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up until its front rank contacts the
geometric center of the losing unit‟s former
position (11.2). However, it must stop ½”
short of contact with another enemy unit.
[14.5] Charging Multiple Units: If the
charging unit contacts more than one enemy
unit simultaneously, all charged defending
units are treated as one large unit for Bayonet
Combat resolution purposes, with the
exception that each takes its own individual
Morale Tests to Hold and to Stand.
Hit results applied to the defending units from
CQ Combat are distributed as evenly as
possible between these units (with any odd
result assigned by the owning player).
A charging unit must defeat all defending
units to be declared the winner (14.4).
Note that actual hand-to-hand combat in the
American Civil War was uncommon. Usually,
one side or the other would give way before
coming that close.
[15.0] MORALE TESTS
Morale Tests measure a unit‟s intestinal forti-
tude under combat duress. Units must check
their courage by taking a Morale Test on vari-
ous fight-or-flight occasions during a battle.
Cases
[15.1] When Morale Tests Occur: A unit
takes a Morale Test as indicated when:
It is required to per the Fire Combat and
Defensive Fire procedures;
It is entering Bayonet Combat (testing to
Hold or Close);
It is involved in CQ Combat (testing to
Stand);
It is contacted by a Retreating or With-
drawing unit (i.e., trying to avoid panic);
It is attempting to Rally.
[15.2] Morale Test Procedure: The owning
player rolls two dice. Their sum is modified
and compared to the Morale Test Table with
the indicated result applied to the testing unit.
Die Roll Modifiers
Terrain Cover: A unit gains the Morale
Table Die Roll Modifier (DRM) benefit
from “cover” if the front edges of half or
more of its total Stands occupy that terrain;
for linear obstacles (e.g., a fence or wall),
that Stand must be in direct contact with
that terrain feature and the feature must be
between the Stand and the enemy causing
the test (or the closest enemy).
Terrain Cover Morale Test modifiers are
cumulative (as opposed to Fire Combat
Terrain Cover modifiers which are not)!
“Flank” or “Rear” is defined as any
Attack that contacts the side or rear of the
unit‟s closest End Stand at a 90-degree or
greater angle and at least half of the
attacking unit‟s Stands are located entirely
behind the Target Unit‟s Front Line (an
imaginary line drawn across the front of the
targeted unit‟s closest End Stand).
Example: Is the Union unit outflanked?
Yes by the Confederate unit on the Union‟s left flank since “at least half of the attacking unit‟s Stands are located entirely behind” the target Union unit. Two out of three Stands in the enemy Column are behind the Union unit‟s imaginary Front Line.
No by the Confederate Battle Line on the Union‟s right. The Union Player has bent his line, refusing that flank to make it harder to be thus outflanked.
[15.3] Morale Test Results are applied to the
testing unit as follows:
Passed: The unit passes the Morale
Test and its morale is stable.
Remove any Confident, Shaken or
Broken marker from that unit.
Confident: The unit passes
the Morale Test with flying
colors. Remove any
Shaken or Broken marker
from that unit and place a Confident
marker on it.
Shaken: The unit passes the Morale
Test, but barely. Remove
any Confident or Broken
marker from that unit and
place a Shaken marker on it.
If this unit received Defensive Fire (14.2)
or Opportunity Fire (13.7.2) during a
Charge move, it backs up 1/2” from contact
with the unit it was charging.
Shaken + Gone to Ground:
The unit is right on the edge
of failing the Morale Test.
Remove any Confident or
Broken marker from that unit and
place a Shaken and a Gone to
Ground marker on it.
If this unit received Defensive Fire (14.2),
it backs up 1” from contact with the unit it
was charging and then goes to ground.
The act of going to ground represents the
troops “hitting the dirt” to find cover.
In CQ Combat when testing to Stand
(14.4.2), the testing unit does not go to
ground, instead it fails the Morale Test; in
that case, this result is treated as a Sha-
ken + Withdraw result instead (below).
Shaken + Withdraw: The unit fails
the Morale Test. Remove any
Confident, Broken and/or Gone to
Ground marker from that unit,
place a Shaken marker on it, and it
conducts a Withdraw move by
performing these Steps:
1. If the unit is in a “bent”
Formation, straighten it out for free. If it is
in Irregular Formation, reform it into a
Column (11.3.2) for free. If it is an
Artillery unit, place it in Limbered
Formation for free.
The Withdraw Move
2. Spin the unit to face the enemy unit that
caused the Morale Test (or the nearest
visible enemy threat in the case of with-
drawing due to a failed Rally attempt; see
16.0). This spin can temporarily contact an
enemy unit, but it has no effect. (Artillery
units are faced away from the nearest,
visible enemy unit).
3. Move the unit 2” directly backwards
(Artillery units move straight ahead; i.e.,
directly away), ignoring all terrain Disorder
effects during this Withdraw Move.
4. The withdrawing unit‟s level of Disorder is
increased by one (+1).
5. All friendly units contacted by the with-
drawing unit must immediately take a
Morale Test (to see if any panic spreads). If
the withdrawing unit ends its move on the
friendly unit, move it along further until it
is no longer touching a friendly unit.
If the unit withdraws beyond the map’s edge,
it stops off-map at its exit point and ends its
withdrawal. If a withdrawing unit has no
option but to come in contact with an enemy
unit, that withdrawing unit instead stops ½”
short of contact. If either of these conditions
applies, that unit has its Disorder increased
by two additional (+2) levels (for a total
of three) for failure to complete its Withdraw
move.
Broken: The unit fails the Morale
Test. Remove any Confident,
Shaken, Disorder and/or Gone to
Ground marker from that unit and
place a Broken marker on it. Then
conduct a Retreat Move by
performing these Steps:
The Retreat Move
1. It is placed in Column Formation and spins
to face directly away from the cause of the
Morale Test (or the nearest visible enemy
threat in the case of retreating due to a
failed Rally attempt; see 16.0). If a With-
drawing/Retreating friendly unit contacted
it, this unit takes that units same facing.
2. It then moves exactly 4” within a retreat
zone of 45-degrees of its current facing,
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ignoring all terrain Disorder penalties as it
flees.
3. The retreating unit suffers one (additional)
casualty (i.e., flip or remove 1 Stand).
4. If any friendly unit is physically contacted
by the retreating unit, that friendly unit
must take an immediate Morale Test. If the
withdrawing unit ends its move on the
friendly unit, move it along further until it
is no longer touching a friendly unit.
If the unit retreats beyond the map’s edge, it
stops off-map at its exit point and ends its
retreat. If a retreating unit has no option but to
come in contact with an enemy unit, that
retreating unit instead stops ½” short of
contact. If either of these conditions applies,
that unit has its casualties increased by one
(for a total of two) for not completing its
Retreat move.
Bayonet Combat Example: A Seasoned Union Infantry unit with four full-strength Stands in Battle Line Formation under an Attack Order announces a Charge Move against a Seasoned Confederate Infantry unit with two full-strength Stands in Battle Line Formation under a Maneuver Order behind a Stone Wall.
The distance between them is 2”, so the charging Union unit moves straight ahead and closes to contact with the Stone Wall. Since this Charge move (of 3”) was greater than half a move (>1.5”), the charging unit suffers a Disorder 1 (for hitting the Stone Wall “tired” after a long Charge; see Terrain Effects on Movement Table).
The Bayonet Combat Sequence begins with the Confederate unit taking a Morale Test to Hold (14.1). Rolling two dice, their sum is „6,‟ which is modified by -1 for being under a Maneuver Order and +2 for the assurance of the Stone Wall, for a net result of „7.‟ It Passed, so play progresses to the next Step in the Bayonet Combat Sequence.
The Confederates unleash their Defensive Fire Attack (14.2) at Point Blank range, rolling three Fire Dice (2 z each for the two Stands and -1 z
for their Maneuver Order). The dice roll is: 2, 5
and 4 resulting in one Hit to the charging Union
unit. The Union Player flips the Disorder 1 marker over to its Disorder 2 side then grimly takes the next Step, a Morale Test to Close (14.3).
The Union Player rolls two dice and the result is a ‟12,‟ which is modified by -1 for its state of Disorder, for a net result of ‟11.‟ A Confident marker is added to the Union unit as the Union Player whistles the first bar of The Battle Hymn of the Republic while proceeding to the next Step.
CQ Combat ensues (14.4) and, while any Hits are applied simultaneously, the players take turn rolling them out. The Union Player tosses nine dice (2 z
each for the four Stands and +1 z for being
Confident) to the Confederate Player‟s four dice (2 z each for the two Stands). The end result is that
the Union scored only 1 Hit while the Confederates rolled no Hits.
The South takes this loss as a casualty (14.4.1; at least half of CQ Combat Hits must be casualties), and so one Confederate Stand is flipped to its reduced-strength side. And since the Union inflicted more Hits during this Round of CQ Combat, the Confederates are obliged to take their Morale Test to Stand (14.4.2) first.
The Confederate Player throws two dice for a miserable result of „3,‟ which is modified by -1 for the Maneuver Order and +2 for the security of the Stone Wall for a net result of „4.‟ The unit is Shaken + Gone to Ground (15.3) which, because this is CQ Combat, becomes a Shaken + With-draw result instead. The unit receives a Shaken marker and performs a Withdraw move 2” directly backwards away from the victorious Union unit. It also receives a Disorder 3 marker (two for the fighting and one for the Withdraw move).
The charging Union unit has won and so needs not take a Morale Test to Stand. Its Disorder 2 marker is replaced with a Disorder 4 marker from the fighting (14.4.4) as it moves across the Stone Wall (14.4.5), and keeps its Confident marker.
[16.0] RALLY
Broken units cannot voluntarily perform any
Actions, they can only attempt to Rally.
During the Mutual Rally Phase, both players
must attempt to Rally their Broken units.
Procedure
Players alternate Rally attempts, one unit at a
time, starting with the First Player, until all
Broken units have attempted to Rally. A unit
“Rallies” by taking a Morale Test to Rally.
If the unit is off map when testing, do not
apply any terrain modifiers to the Rally test.
Rally Results
If the rallying unit receives a Broken result,
apply it normally. If currently off map, the
unit is eliminated instead.
If the rallying unit receives any other result,
apply it normally. Afterwards, place a
Disorder Level 4 marker on that unit
(replacing any previous Disorder marker).
The owning player may then give the unit any
Order. From that point on, the usual Brigade
Command Control Rule (7.0) applies
normally. If the unit is off map at the time of
Rallying, it is treated as a Reinforcing Unit.
GAME CREDITS
Game Design: Hermann Luttmann
Development: Alan Emrich, John Buck
Rules: Alan Emrich
Map Art: Rick Barber with Tim Allen and Brandon Pennington
Graphics and Counters: Mike Smith
Playtesting: Joe Caniano, Frank Chadwick, Dave Ells, Paul Fish, Charles Golightly, Taylor Hoffman, Pete Martin, Stephanie Newland, Frank Popecki, Kent Reuber, Dave Rosenzweig, Jan Spoor, Mike Taber, Van Vorhis
Proofreading: Hans Korting, Leigh Toms, Ian Wakeham
Points to Remember / Gameplay Hints
Remember to reference the size of each
unit. Units can consist of more than one Stand
and all such Stands must act together as one
unit. So an Infantry unit of three Stands is one
large unit, not three separate small ones.
Don‟t be intimidated by the terrain details
on the map. The terrain breaks down into only
three simple categories:
Clear: Open and Wheatfield;
Heavy: Rocky Woods;
Light: all the other terrain in the game.
Just keep those three categories in mind and
all the beautiful details on the map will not
be confusing at all.
Study all the subtle effects – pro and con –
of each of the Orders. They may seem
irrelevant, but having the right Order at the
right time (or vice-versa) has a very tangible
effect on the battle!
Remember, there is always a minimum
Fire Attack die roll of one die, hitting on a
6 (but not causing a Morale Test). And yes,
these “cheap shots” happen a lot (especially
with the small, 1-Stand Union regiments)
when fighting around Rose‟s Woods and on
Stony Hill.
Don‟t forget your Battle Cards and read
them carefully! These subtle events can be
game-changing, so use them wisely.
Manage your unit‟s Disorder Level based
on what you are trying to accomplish that
turn. For example, if you‟re looking to
maximize firepower against a target, don‟t
waste an Action reducing Disorder from “2”
to “1” or “4” to “3” – it won‟t change the
number of your Fire Dice. On the other hand,
if you‟re defending a position and need to
hold it, reducing Disorder is helpful as it
staves off those costly Casualty Hits and
elevates morale.
Your Leaders will likely get wounded or
even killed – it was a reality of the American
Civil War that officer casualties were high. So
use them to their fullest extent before that
stray bullet or sniper fire gets them.
Remember that units that are Out of
Command when the Brigade changes Orders
will operate under the old Order – and they
keep doing so until the Orders Phase of the
turn in which they are then back In Command.
There is nothing wrong with your counter-
sheet – in Gettysburg: The Wheatfield there
are no Smoothbore Musket-armed units, there
are no Crack or Raw morale troops, and there
are no Cavalry troops. Some of that will
change in this game‟s first expansion, as it
includes the arrival of the Union‟s Irish
Brigade.