Call To The Colors ACW Rules

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CALL TO THE COLORS

By Fred Ehlers

Design Credits

Game Design Fred Ehlers

Historical Consultant Mark Ehlers

Play Testers David Edgington, Mark Ehlers, Matt


Horton, Rich Panek, Kevin Rolfs, Pete
Turner, Eric Widiger, J.P. Chapleau;
Pete Chagolla, Ivo Fronzaglia, Tim
Howard, James Latimer, Jarad
Mendenhall, Joel Radunzel

Call To The Colors


Copyright by Fred Ehlers
All rights reserved

No part of this book may be reproduced in any form,


except for brief reviews, without the written consent of
the author.

Call To The Colors © ii 2011


CALL TO THE COLORS ©
American Civil War
Regimental Level Tactical Rules

INTRODUCTION:

The haze in front of your eyes was clearing and you see a half-dozen of your staff standing above you
looking down shouting “General, General are you all right?” You feel a sharp stab of pain as you let them
help you up. You look for blood under the hole in your uniform coat and are relieved to see none. You reach
into your coat pocket and pull out a minie-ball. Thankfully it must have been a spent bullet that knocked you
from your horse. Once back in your saddle you look toward your brigade‟s valiant attack and see instead
your troops falling back and retreating in disorder. What has happened to the attack? Just then a courier
from your division commander rides up and demands to know why your men are retreating.
“Bill, are you going to issue orders or what?” The game master asks, shaking you out of your reverie.
So another turn of Call to the Colors begins.

Way back in 1995 I spent a Saturday night at an American Civil War game table at a game
convention in Denver. I sat and watched, as my assembly of troops did nothing. Due to my dismal die rolls, I
could move neither forward nor back nor sideways. The battle fought to my right, but on the left, my sector,
nothing happened. In fact my opponent moved his troops toward the center to crush my compatriot. After
four hours my troops had moved a total of 18 inches and never fired a shot. It was then that I swore off
American Civil War gaming. Luckily, my son, then 11 years old wanted to learn how to play miniatures.
I decided then that I would create my own set of rules that playability was one of the prime
considerations. I wanted a rule set that had the allowed for the play of a game to conclusion in a convention
time slot of about 4 hours including a quick teaching of the rules to beginners. There may be a segment of the
historical gamers that enjoys spending five hours with troops not moving striving for the historical realism of
lost orders and recalcitrant subordinates and I believe that they are well served with existing ACW miniatures
rule sets. I want to serve those gamers who want to move troops; fire volleys; and inflict damage on their
opponent‟s troops. If you want a quickly moving game that provides the feel of a Civil War battle this rule
set is what you have been looking for.
Call to the Colors has had more than 14 years of play testing and I believe that most all of the
problems have been found and eliminated.
Call to the Colors includes a section of Optional Rules for use once the players are familiar with the
basic rules and want to add more realism to their table top battle.
I have also included some Training Rule modifications for base beginners to make the rule set easier
to learn and to introduce younger players to the fun of historical miniatures.

The index is included because finding the rule you can‟t remember should not hold up a game for 15 minutes
while the search for that elusive rule is conducted.

SCALE: In Call to the Colors each inch is equal to about 35 yards. It is intended that one foot on the table
equals roughly one quarter mile. Each turn is approximately five (5) minutes real time. Each figure soldier
represents 20 soldiers. Each figure cannon represents two cannons or a gun section.

Call To The Colors © 1 2011


UNITS:
The Organization of the Armies: During the Civil War, the regiment was the building block unit for both
armies. The nominal strength of a regiment was about 1100 officers and men, but most if they were ever
recruited up to that level immediately started losing strength. Early in the war regiments tended to be rather
large, 600 – 800 men and as the war progressed regimental size dwindled to only 100 – 200 men. So in “Call
to the Colors”, the number of stands representing a regiment could be as few as two stands or as many as 12
stands. To set up scenarios to play, the size of all regiments appearing in the scenario need to determined.
The next unit up the chain of command was the Brigade. A brigade was made up of from two to six
regiments. Late in the war some brigades had more regiments but they were mostly shadows of what they
once had been. A brigade was commanded by a Brigadier General or many times a Colonel. The next level
up was the Division. A division was made up of two and six brigades. A division was commanded by a
Major General or many times a Brigadier General. The next higher command is the corps. A corps had
between two and four divisions. On the Union side the corps was commanded by a Major General and on the
Confederate side a Lieutenant General. Finally, the Army, this was made up of as many corps as wanted, it
was commanded by a Major General or Lieutenant General.
In “Call to the Colors” battle scenarios should be kept at no more than a division per player and preferable
less, unless plenty of time and space to play is available. The ideal size for a three to four hour battle is each
player commanding a brigade and no more than four brigades per side.

UNIT FORMATIONS:
The Infantry and Cavalry Formations: As was stated earlier the Regiment was the building block unit for
the armies. It is the smallest unit used in Call to the Colors. For game purposes each regiment must be in a
formation. The possible formations in the game are March Column (Column), Assault Column, Battle Line
(Line), Skirmish Line, and a Shaken Formation. Each formation has its own characteristics and benefits and
detriments.
March Column (Column) – Moves at fastest rate for units, can not fire, it takes double damage if
fired upon from the front. A march column is formed by having all of the regiment‟s stands in a row
facing in the direction they are marching. Any morale roll other than Stand Fast becomes a Rout.

Assault Column – Moves faster than Line, allows more troops to get into melees, allows front rank
of soldiers to fire but, takes double damage if fired upon. The assault column is formed by placing
one half or more of the regiment‟s stands in the front rank, and the other half (or less) in the rear rank.

Battle Line (Line) – Moves slower but, allows for all soldiers to fire and, the flank can be refused. A
Line is formed by placing all of the regiment‟s stands in a line with the figures all facing the
longitudinal axis.

Skirmish Line – Moves at faster rate than Line and, protects units behind it from fire, will fallback
when enemy units are near and, fires at a much reduced rate. A skirmish line is formed by placing the
regiment‟s stands the same as a Line except each stand is between one and two inches apart.

Shaken – This formation is essentially a mob of routing soldiers. It may not move toward the enemy.
It must rally and reform to get back into the battle.

PLAYING PIECES:
To play Call to the Colors © the players must provide their own miniature figures. The following paragraph
describes how the figures should be based. When describing how the figures are placed on each stand either
a long side of the stand is placed to the front or the short side is. The directions will say place the long/short
side as front.
Infantry regiments should have a number of stands of soldiers that reflects the on-hand strength of the unit at
the time of the battle. For infantry units place the long side of the stand to the front. The infantry stands are

Call To The Colors © 2 2011


all 7/8 inch deep and vary in width based on the number of soldiers to be placed on a stand. For two or three
figures, the stand should be 7/8 inch wide, for four figures the stand should be one inch in width. The
maximum number of figures on any one stand is four and the minimum is two. For example, if a player
wished to depict a regiment with 460 men, this regiment would be represented in the game with 23 figures.
These figures would be mounted on 6 stands: 5 with four figures each, one with three figures. When the
number of figures results in one additional figure for a stand, use a colored marker to add to one stand. Make
that marker the first casualty the unit suffers. One of the stands is designated as the command stand and has
the flag bearer, the commander and a drummer figure.
Artillery stands for cannons are 1 inch by 1 ¼ inch and have two artillery crewmen fixed on them. Place the
short side of the stand to the front. The cannons should not be permanently fixed to the stand. Guns should be
painted black for rifled and gold for smoothbore. Limbers stands should be 1 inch by 3 inches and should
have a limber and four horses attached the short side to the front. Mounted cavalry stands are one 1 inch
width and have a depth of 2 inches for three or four horses. Place the short side of the mounted cavalry stands
to the front. Cavalry must also have dismounted stands prepared. For every four horsemen a dismounted
stand should be prepared with three dismounted soldiers. Use infantry stand dimensions. Finally, mounted
officers all stands are placed short side to the front. A Brigade Command stand shall have two mounted
figures on a stand, 7/8 inch by 1 inch. Division Commanders have three mounted figures on a stand, 1 inch
by 1 ½ inches, Corps Commander has four mounted figures on a stand, 1 ¼ inch by 2 inches and Army
Commander has five mounted figures on a stand, 1 ¼ inch by 2 ¼ inches.

MARKERS:
Order markers need to be cut out from the sheet provided with these rules.
Rout, fallback, and disordered markers (rule 8.1) will need to be made of red (rout), yellow (fallback) and
orange (disordered) pipe cleaners cut to one inch lengths.
Smoke markers are used to denote units that have fired. Use cotton or white pipe cleaners cut to the
length to cover the frontage of the firing unit.
You will also need to have a method of keeping track of casualties suffered to a stand. A good method is
to buy small rings or other such markers for that purpose.

THE PLAYING AREA:


There are several scenarios provided with the rules which include maps for setting up the playing area, or the
players may create their own scenarios. It is recommended that the playing area not exceed five feet in width
to allow for reaching troops in the center of the playing area.

TERRAIN:
To make the game more visually pleasing terrain features should be added. Terrain can be homemade or
purchased from various companies, some or all of the following are needed; Roads, fences, stonewalls, trees,
various buildings (farms, cabins, outbuildings, churches, etc.). These should all be to 15mm scale. One thing
to remember is the scale of objects on the game board. If there is a 15mm farm house it is approximately 2
inches by 2 inches. For the scale of the playing area this would be a massive warehouse70 yards by 70 yards.
So it is recommend that the buildings on the board be removed whenever troops are in their vicinity and
replaced when the troops have moved on.

Call To The Colors © 3 2011


THE RULES:
“Call to the Colors” is played in a series of game turns. Each turn is made up of seven phases. Each phase is
conducted separately and completed by both sides prior to starting the next phase. At the end of Phase 7 the
game turn is completed. At that time any markers no longer needed for play should be removed from the
board to eliminate clutter.

GAME TURN PHASES:


1. Issue Orders Phase
2. Conduct Fallbacks and Routs Phase
3. Show Orders Phase
4. Initiative Resolution Phase
5. Action Phase by the Player With the Initiative
6. Action Phase by the Player Without the Initiative
7. Determine Officer Casualties Phase

This rule set is laid out with the first seven paragraphs corresponding with the flow of the game phases. Rules
8 through 21 cover other subjects that are needed to explain various instances that might occur during the
game turn.

1. ISSUE ORDERS PHASE:

1.1 An order marker is placed face down next to each unit under the player‟s command. Mounted
Officers do not need orders. The order that is placed next to the unit is the order for that unit for the
turn.

1.2 Possible orders in the game are:

1.2.1 Move: ; this is movement in the direction of the arrow in the formation that the
unit is currently is in. The unit may fire any time during turn phase 5 or 6. (See rule
5.1) If Movement is ordered the unit must move at least one inch in the direction of
the arrow. (Exception: If the intent of the order was to occupy a position i.e. a fence
line, the unit may move less than the full inch). Move is also used for such things
Cavalry dismounting or mounting, artillery limbering and unlimbering. If there is a
doubt about which order to give and it involves moving the unit at all, the Move order
should be the default. The use of move to result in a formation change is allowed and
explained in Rule 5.1.12.

1.2.2 Change Formation: CF; This order changes the formation of the unit. The unit may
fire either before or after the formation change and may move after the formation
change is made at 1/3 rate for its formation. (See rule 5.1) Change Formation is used
whenever a formation change is required and battlefield space is constricting factor.
CF is also used to recover from being disordered.

1.2.3 Disengage: D; This is an orderly move at 2/3 movement to the rear staying facing the
enemy. The unit may fire during phase 5 or 6. This order may only be given to units
in a line or skirmish formation. Disengage is used to move backward while facing the
enemy. If a Move order is used for a backward move the unit is assumed to have
turned its back to the enemy and if fired upon will suffer morale effects. (Rule 8.3.2)

Call To The Colors © 4 2011


1.2.4 Charge: C; This order is given to close with the enemy and to initiate a melee. During
the civil war the units would often times stand toe to toe firing at each other. For this
game a unit must have a Charge order to close to melee combat. There are certain
bonuses given to units with a “charge” order. The unit may fire during phase 5 or 6,
including during the charge but the charge may bog down and not be completed. (See
rule 5.1.15 and 5.3).

1.2.5 Rally: R; This order is used the turn following the routing of a unit and is the only
order a shaken unit may receive. Rally is accomplished during phase 5 or 6.

1.2.6 Hold: H; A unit on “Hold” orders may not move during phase 5 or 6. Hold is used
when no other order fits and the placement of the unit is satisfactory. It may fire
during turn phase 5 or 6. Following “Show Orders” phase (Rule 3.) any orders except
Charge may be changed to Hold.
Optional Rules that might be added Op 2, Op 3, Op 4, Op 5, and Op 6.

2. CONDUCT FALLBACKS AND ROUTS PHASE:


Units that failed a morale check in the previous turn now conduct their fallback or rout movement.

2.1 Fallback: Fallback units (all types) are moved 6 inches regardless of terrain to the rear, in the
formation they began the fallback in and remain facing the enemy. The yellow fallback marker is
removed and placed beside the unit. The orange “disordered” marker remains on the command stand.

2.2 Routed Units:

2.2.1 Infantry: Routed infantry units are moved 12 inches to the rear regardless of terrain, they are
shaken and face away from the enemy. The red rout marker is removed and placed beside the unit.
The orange “disordered” marker remains on the command stand. If a routing unit does not have at
least a 2 inch gap to go through it is considered to have moved through any unit behind it. The unit
routed through must roll a morale check.

2.2.2 Cavalry: Routed cavalry units are moved 18 inches to the rear regardless of terrain and are
shaken and face away from the enemy (dismounted units mount up and ride away). The red rout
marker is removed and placed beside the unit. The orange “disordered” marker remains on the
command stand. If a routing unit does not have at least a 2 inch gap to go through it is considered to
have moved through any unit behind it. The unit routed through must roll a morale check, but at
minimum receives a disordered marker.

2.2.3 Artillery Crews: Routed artillery crew sections are moved 12 inches to the rear regardless of
terrain, without their cannon and are shaken and face away from the enemy. The red rout marker is
removed and placed beside the unit. The orange “disordered” marker stays on the command stand.
Routing artillery stands do not cause a morale check for units moved through.
Optional Rule that might be added: Op 4.

3. SHOW ORDERS Phase: The order markers that were placed beside each unit during the Issue Orders
Phase are now turned over and shown. The arrows for movement orders are at this time pointed in the
direction of the intended move. At this time any needed movement descriptions are explained. i.e. The
cavalry moves to here and dismounts and goes prone. Also at this time “Move”, “Formation Changes”, and
“Disengage” orders may be changed to “Hold” orders.

Call To The Colors © 5 2011


4. INITIATIVE Phase: The overall commander of each side or his designee rolls one 6 sided die. The high
roll wins initiative. This side has taken the initiative for better or worse and must go first. If the roll is a tie,
they continue to roll until the tie is broken.

5. ACTION PHASE, Player With Initiative: The side winning initiative conducts all movement as
ordered. All movement and firing done during this phase may be conducted in any order the player wishes.
There is no set order of accomplishing actions, it is totally at the player‟s discretion when a unit moves,
charges, fires, rallies etc. Firing may take place at any time by either player (Union or Confederate) during
this phase. This cannot be stressed enough; any player from either side may fire any of his units that have not
previously fired during this turn.

5.1 General Movement Rules:

5.1.1 Basic Movement Rules:

5.1.1.1 Maximum: Movement is measured such that no stand of a unit may move more than
the maximum distance for the unit and formation. The only exception is when conducting a
Change Formation a specific stand may end up moving more than the maximum distance to
complete the change.

5.1.1.2 Minimum: A unit with Move order must move at least one inch in the direction of
the movement arrow placement. Unless the unit is to form up on a physical location such as a
fence line, then it may move less than the one inch.

Unit Type Formation Distance Special Information


Infantry or Line 6 inches Unit may fire.
Dismounted Assault Column 9 inches Unit may fire front stands only.
Cavalry Marching Column 12 inches Unit may not fire, or melee.
Skirmish Line 9 inches Unit may fire at ½ effect, see rule 9

Mounted Line 14 inches Unit may fire mounted at ½ or ¼


Cavalry effect see rule 10.
Column 18 inches Unit may not fire, or melee.
Skirmish Line 18 inches Comply with rule9.

Artillery Unlimbered Prolong 1 inch x 2 Unit may fire, hits only on a “6”.
See rule 12.2.1 Limbered 7 inches x 2 Unit may not fire.
Table 1. Movement Allowances

5.1.2 Road Bonuses: All units have a road bonus in a march column formation as follows, if the
entire movement is along the road:
Infantry Units +2 inches
Cavalry Units +4 inches
Artillery Units +3 inches (turn total)

5.1.3 Limbering/Unlimbering and Mounting/Dismounting: Limbering/unlimbering of artillery


units and mounting/dismounting of cavalry units are not formation changes, but do take one half of a

Call To The Colors © 6 2011


move. The player must identify his intent for the unit to do those actions to the referee or opposing
player during "show orders" phase. Use a Move order.

5.1.4 Refusing a Flank: A unit may use half or less of the unit‟s stands to refuse a flank, once
completed the unit will not suffer from flank shots. To do this the unit must be in a line formation
and the unit‟s orders must be “Change Formation” then simply move the one or two stands up to
ninety degrees from the front of the unit‟s line.

EXAMPLE: The 57th New York is being flanked by the 14th


Alabama.

To avoid the casualty and morale penalties that would be


incurred if the 57th flank is fired into, the player decides to refuse
the left flank of the 57th.

During the next Issue Orders phase the player places a “Change
Formation” order beside the 57th. When the orders are disclosed it is a
“CF” order. He then states his intent to refuse the 57th flank. Following
the Initiative Roll, during the Union Action phase the player places 3 of
the units 6 stands to face the 14th Alabama’s impending attack.

5.1.5 Crossing Fences: Crossing a fence or wall subtracts 2 inches of


movement (Artillery may not use this). If a unit does not have sufficient movement to move all
stands over the fence, then the next turn it may complete the move at no additional penalty. This
includes units moving over fences diagonal to them.

5.1.6 Dismantling Fences: Dismantling a wooden fence subtracts 4 inches of movement. (Artillery
may do this.)

5.1.7 Rough Ground and Woods: Rough ground and woods reduces movement by one half or as
defined by the scenario.

5.1.8 Hills: Moving up a hill subtracts 2 inches of movement for each level of the hill. The unit pays
only once for each hill, even if the unit ends a turn partially up the hill.

5.1.9 Streams and Creeks: Streams and creeks subtract a set number of inches from movement as
defined by the scenario, normally between 2 and 4 inches.

5.1.10 Going Prone: A unit may go prone at any time during a turn. Place a marker to identify a
prone unit. For the unit to stand up it takes one inch of movement.

Call To The Colors © 7 2011


5.1.11 Moving Through Units: A formed unit may move through or be moved through by another
formed or disordered unit. On a die roll of 1 or 2 the unit becomes disordered. (see rules 8.2.3.1 &
9.6) Roll for both units.

5.1.12 Changing Formations and Maneuvers: There are two methods to accomplish changing
formations:

5.1.12.1 If a CF order was given the one stand is chosen as the base stand. It may be rotated, but not
moved. All other stands from the unit form up on the base stand in the new formation. The unit may
then move 1/3 of its allowance in the new formation.

EXAMPLES of CF and maneuvers: The 123rd Pennsylvania is in a


skirmish formation. It has a CF order.

The command stand is chosen as the base stand, and is rotated 30o
to the clockwise. The rest of the 123rd’s stands are then placed into
a line formation.

5.1.12.2 If a Move order was given then Simple Parade Ground


maneuvers are used. i.e. moving from a column to a line by making a “Column Right March”, “Halt”
and “Left Face”. Each facing change subtracts 2 inches from the movement. The unit must have
sufficient movement to accomplish the entire maneuver during the turn or the unit is considered to be
in the least advantageous formation at the end of their turn.
EXAMPLES maneuvers:
The 47th Virginia is currently in a March Column. It received a Move order.

The 47th now completes a column left march, move in the direction of the
arrow for six inches and halts.

It then does a right face (at the cost of 2” of movement) and is now in a line formation.

The 47th has used up 8” of the 12” movement or ¾ of its allowance it may now proceed forward for 1
½ inches in a Line formation.

Call To The Colors © 8 2011


5.1.13 Wheeling: A unit conducts a wheel maneuver by choosing one stand as the pivot axis of the
wheel at any point within the unit. The other stands of the unit may move up to the limit of its
movement allowance. The other stands of the unit are filled in to retain the unit‟s formation. A unit
may move after its wheel maneuver, only up to the maximum distance for any stand.

EXAMPLE Wheeling: The 59th Ohio wishes to wheel and change its facing approximately 60o to
the clockwise. The unit received a Move order.

The player chooses to wheel on its far


right stand. The far left stand is
moved the maximum 6 inches the rest
of the stands are filled in between the
left and right stands.

5.1.14 Movement Procedure: The proper method of movement of a unit is to move the command
stand slowly, being ready to halt it at the first call of “Fire” (see rule 5.2) by either side. Once the
command stand has completed movement move the other stands into the proper formation, keeping
track of the distance moved so none of the unit‟s stands exceed its movement allowance.

5.1.15 The Charge:

5.1.15.1 Movement Bonus: Charging adds 50% to movement allowed for the formation the
unit is in.

5.1.15.2 Direction: A charge must be made forward in a straight line, point to point at no
more than 45 degrees from the unit‟s facing.

5.1.15.3 Contacting the enemy: The charging unit may contact the target unit in any manner
it desires as long as no stand moves more than allowed.

5.1.15.4 Disordered: A unit becomes disordered after the morale die is rolled or following
the melee. (Rule 5.3.8)

Call To The Colors © 9 2011


5.1.15.5 Firing during a Charge: A unit may fire at the target unit during a charge. If they
choose to do so, the unit halts and conducts the fire per rule 5.2.3. Once the fire is completed
the unit must roll to resume the charge. On a 1-3 the unit does not resume the charge it stays
were it is and receives a disordered marker, on a 4-6 it finishes the charge.

5.1.15.6 Halting a Charge: At any point after moving halfway to the target unit/feature, the
charge may be aborted. Infantry remain where they halted. Cavalry may move back toward
where they started using up their normal, not charge, movement allowance. The unit receives
a disordered marker.

5.1.15.7 Failing to make contact: If for any reason the unit fails to make contact with the
enemy, it becomes disordered when the movement ends.

5.1.15.8 Morale Check Failure: A morale roll of "rout or fallback" suffered prior to the
charge making contact results in the charge not being completed. (Rule 5.3 for melee).

5.1.15.9 Charging Physical Features: A unit may charge a very specific physical feature
(not just a field but a fence line, hill crest, etc), but it becomes disordered when movement is
complete in this case it must use CF orders to remove the disorder marker prior to moving
again.

5.1.15.10 Charging; Special Cases: Elite and Green Unit roll modifiers are used.

5.1.15.10.1 Cavalry charging limbered artillery: The charging unit moves one half of the
distance between its start point and the target unit. At that point the player controlling the
target unit Rolls 1d6. On a 1 - panic in the unit, Crews abandon the guns and horses and rout
directly away from the charge; On a 2 or 3 – escape, Crews get guns and caissons turned
around and move 6” away from the charging unit. [If the cavalry charge still has enough
movement to hit the limbered artillery, roll again as above.] On a 4, 5 or 6 attempt to
unlimber; Roll 1 d 6: 1, 2, or 3 Fail – Charge hits; melee normally. 4, 5 or 6 Success, may
fire canister per normal rules. The charging cavalry unit may, if it chooses, halt the charge
per rule 5.1.15.6.

5.1.15.10.2 Infantry charging limbered artillery: The charging unit moves one half of the
distance between its start point and the target unit. At that point the player controlling the
target unit Rolls 1d6. On a 1 - panic in the unit, Crews abandon the guns and horses and high
tails it directly away from the charge; On a 2 or 3 – escape, Crews get guns and caissons
turned around and move 6” away from the charging unit. On a 4, 5 or 6 attempt to unlimber;
Roll 1 d 6: 1, 2 or 3 Fail – Charge hits melee normally. 4, 5 or 6 success, may fire canister
per normal rules. The charging infantry unit may, if it chooses, halt the charge per rule
5.1.15.6.

5.1.15.10.3 Cavalry charging infantry march columns: The charging unit moves one half
of the distance between its start point and the target unit. At that point the player controlling
the target unit Rolls 1d6. On a 1 or 2 – Unit panics, the unit routs immediately 12 inches
away from the charging unit. On a 3 or 4 - Confusion; the unit forms a line to face the
charge, but may fire and melee at one half strength. On 5 or 6; Unit performs admirably;
forms line and may fire and melee normally. The charging cavalry unit may, if it chooses,
halt the charge per rule 5.1.15.6.

Call To The Colors © 10 2011


5.1.15.10.4 Infantry charging infantry march columns: The charging unit moves one half
of the distance between its start point and the target unit. At that point the player controlling
the target unit Rolls 1d6. On a 1 – Unit panics, the unit routs immediately 12 inches away
from the charging unit. On a 2 or 3 - Confusion; the unit forms a line to face the charge, but
may fire and melee at one half strength. On 4, 5 or 6; Unit performs admirably; forms line
and may fire and melee normally. The charging infantry unit may, if it chooses, halt the
charge per rule 5.1.15.6.

5.1.15.10.5 Infantry or Cavalry charging a Shaken unit: If a unit is charged while shaken
it loses a stand and routs again immediately 12 inches to the rear.

5.1.15.10.6 Infantry charging Mounted Cavalry: This action is not allowed.

Proceed to rule 5.3 to resolve the ensuing melee.

EXAMPLE Charge: The 18th Massachusetts, a veteran unit with twenty four (24) figures, has a charge
order. Its target is the 12th South Carolina, veteran unit with twenty (20) figures. The target unit is
within the 45o arc allowed for the charge and within the nine (9) inch range for the movement for a unit
in line formation. During the charge the 12th SC chooses to fire when the 18th Massachusetts moves to
within two (2) inches. The 18th chooses to pause and return fire before closing. The fire combat is
conducted per firing rules and results in five casualties to the 18th Mass and six casualties to the 12th SC.
The casualties are removed and both units must make a morale check. For this example both units
achieved a Stand Firm result. The 18th Mass now rolls to resume the charge. The roll is a five (5) so
they may resume the charge. The 18th Mass now closes into melee. The 18th Mass has nineteen (19)
figures left. The 12th SC has fourteen (14) figures still defending. Due to the charge distance the far
right stand of the 18th Mass is unable to close into the melee to do so would exceed the nine (9) inch
movement allowed. The melee resulting has sixteen (16) figures from the 18th Mass participating and the
12th SC has all fourteen (14) figures involved. The example continues after Rule 5.3, the Melee.
Optional Rule that might be added: Op 7.

5.2 FIRE: Fire may be called for at any time by either player!! Each unit may fire once per turn.
Unless it has breech-loading weapons, then it may fire twice per turn once in phase 5 and again in phase
6. Firing may take place for either side at any time during turn phases 5 or 6. Once a player has called
for fire, the opposing player may then determine if their unit will return fire. If they choose to fire at the
unit firing at them the fire is considered simultaneous. If they choose to fire at any other unit, the fire is
not simultaneous. Or if they choose not to fire at that time any future fire is not considered simultaneous.

5.2.1 LINE OF SIGHT FOR FIRE: Any unit within the line of sight of a firing unit may be fired
upon, applying all other firing rules.

5.2.1.1 Woods: Woods block line of sight (LOS) for units on the same level or one higher or
lower level.

5.2.1.2 Units Blocking LOS: Infantry and cavalry units both friendly and enemy block line
of sight on the same level. Artillery units and units in skirmisher formation do not block line
of sight thus allowing them to be fired over by long range artillery.

5.2.1.3 Hills and LOS: Unless otherwise indicated by the scenario specifics hills are treated
as follows: To determine if a line of sight exists from a firing unit to a target unit when a hill
is involved. For game purposes, all hills have a front slope, a crest and a rear slope. The

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front slope is the area of the hill from the crest to the base of the hill closest to the enemy.
The crest of the hill is an imaginary line that bisects the hill parallel to the facing of the
target/firing unit. The rear slope of the hill is the area from the crest to the base of the hill
farthest from the enemy unit. Units on the same slope of a hill, or on the flat ground in front
of the hill have line of sight to each other. Units on opposite sides of the crest of a hill do not
have line of sight to each other unless they are two inches or less apart. A unit that is on the
imaginary line declared to be the hill crest is visible to units on both slopes and the flat land
surrounding the hill.

5.2.2 Artillery Fire:

5.2.2.2 General Artillery Fire Rules:

5.2.2.2.1 Hills: Add 6" to long range for targets on each lower contour of height.

5.2.2.2.2 Fire Frequency: Artillery may fire once per turn, in either phase 5 or 6. Exception
is breech loading artillery. See rule 16.

5.2.2.2.3 Firing over Friendly Units: Artillery may fire over friendly units that are closer to
the guns than to the target, but more than one inch away from the guns if on a hill. Artillery
must have a line of sight to the target unit. The target unit does not have to be the closest
enemy unit; there just must be a clear line of sight to the target unit.

5.2.2.2.4 Field of Fire: Artillery field of fire is a full 90 degrees (45 degrees left and 45
degrees right) from the center point of the gun stand.

5.2.2.2.5 Limbers: Guns without a limber within 1 inch (stand edge to stand edge) are out of
ammunition. If a player wishes to divide an artillery battery into independent sections, they
may do it by placing an additional limber or marker for the limber on the board.

5.2.2.2.6 Fortifications (not fences or stonewalls): cause artillery to hit units within as
follows: close = 5 or 6; long = 6.

5.2.2.2.7 Wooden buildings: These have no effect upon artillery hits or line of sight.

5.2.2.2.8 Moving and firing: This reduces the hit probability by one half (close = 5 or 6;
long = 6).

5.2.2.2.9 “In Battery”: Firing “in battery” adds +1 to die roll. This means the entire battery
is firing at one target. Roll one die for the entire battery (there must be more than 1 figure
gun to get the bonus). There are cases where artillery only hits on a natural “6” so the “in
battery” bonus is cancelled.

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5.2.2.2.10 Fire Markers: Use a marker of some sort to identify cannons that have fired
during the turn. Cotton balls or white pipe cleaners make good markers for this purpose. The
fired marker should be removed at the end of phase 7.

5.2.2.3 Fire Versus Infantry and Cavalry Units:

5.2.2.3.1 Long Range Fire: When firing at long range against infantry and cavalry units in
line or infantry and cavalry units in skirmish formation a hit only occurs on a roll of a natural
„6‟ (no “in battery” bonus). Other formations of infantry or cavalry hit as normally on the
chart. If a hit occurs, roll 1 d6, on a 1 to 4 one casualty is incurred to the target unit on a 5 or
6 two casualties are incurred. There is no doubling of casualties in columns!

5.2.2.3.2 Canister Effects: Short range 6 inches or less (canister) effect is doubled if firing
into flank of a line or assault column or front of a marching column or assault column.
Artillery fires canister at skirmishers at ½ the hit probability and ½ hit effect.

5.2.2.3.3 Artillery and Skirmishers: Artillery may fire at long range through skirmish lines
into units behind the skirmishers. Canister must fire at skirmishers first. If artillery fires long
range at skirmishers and hits, normal damage is done.

5.2.2.4 Counter Battery Fire - Score the hit as per the firing table, and if a hit is scored, next roll for
effect, one die for each gun hitting:
1 or 2 = 1 crew;
3 or 4 = 1 horse;
5 = limber;
6 = gun

5.2.2.4.1 Crew Hits: A morale check must be taken each time there is a gunner casualty. Only
the stand (section) involved suffers effects.

5.2.2.4.2 Horse Hits: Two (2) horse hits per gun. A gun must have at least 1 horse to move
limbered. (a battery starts with two (2) horses per figure gun. Even if the model has less.)

5.2.2.4.3 Limber Hits: Four (4) limber hits on any limber causes an explosion inflicting one
casualty for each stand within 1 inch of edge of limber stand. All of the casualties are placed on
one stand of the unit. (rule 18)

5.2.2.4.4 Gun Hits: Two (2) gun hits destroys one figure gun. No reduction to firing until the
gun figure takes two hits and is removed.

5.2.2.4.5 Limbered Artillery: Fire against limbered artillery results in doubled hit effects, but
only hits on a natural “6”.

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5.2.2.5 Artillery Range, Hit and Damage Tables:

Artillery Type Close Range Long Range


Smoothbore Guns (Gold) > 0” < 6” > 6” < 36”
Rifled Guns (Black) > 0” < 6” > 6” < 48”
Heavy Guns (20# or over) > 0” < 6” > 6” < 72”

See Rule 6.2.2.2 for Hits on 3, 4, 5 & 6 Hits on 5, or 6


exceptions to hit roll.

Table 2. Artillery Range and Hit Table

Artillery Type Close Range Long Range


(Canister)

Smoothbore Guns (Gold) One Die = Roll one die for each hit. If
casualties a 1 to 4 inflict 1 casualty; 5
or 6 inflict 2 causalities
Rifled Guns (Black) 1/2 Die = Roll one die for each hit. If
casualties a 1 to 4 inflict 1 casualty; 5
or 6 inflict 2 causalities
Heavy Guns (20# or over) Roll Two Roll one die for each hit. If
Identified in the scenario Dice pick a 1 to 4 inflict 2 casualties;
higher result 5 or 6 inflict 3 causalities
for casualties
Table 3. Artillery Damage Table

Optional Rule that might be added: Op 9.

5.2.3 SMALL ARMS FIRE:


Small Arms Type Close Range Long Range
Rifled Muskets > 0” < 6” > 6” < 12”
Rifled Carbines > 0” < 4” > 4” < 8”
Smoothbore Muskets > 0” < 4” > 4” < 8”
Smoothbore Carbines > 0” < 3” > 3” < 6”
Table 4. Small Arms Range Table

5.2.3.1 General Small Arms Fire Rules:

5.2.3.1.1 Methodology: The number of figures firing by a unit is first determined, and then a
die is rolled and cross referenced on the Small Arms Casualty Chart. The number of
casualties shown is then reduced according to the modifiers. See rules 13.6, 14.2 and 17.

5.2.3.1.2 Independent Fire: Each regiment fires independently. Regimental fires may not be
combined into one roll.

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5.2.3.1.3 Fire by Companies: Regimental fire can be broken into separate stands. Thus a
unit may fire at more than one enemy unit, but a figure may not fire more than once per turn
(breech loading excepted). Green units may not use this. See rule 13.3

5.2.3.1.4 Range: This is measured to and from the center point of the front of the unit or sub-
unit firing to the center point of the target unit‟s edge closest to the firing unit.

5.2.3.1.5 Fire Through Woods: Woods reduce ranges by one half. Visibility in woods is
reduced to 2 inches, or scenario specific. If fire passes through 1 inch or more of woods, the
casualties are reduced by ½.

5.2.3.1.6 Fire Carry Through: Firing into two enemy units one behind another separated by
less than one inch, cause the second unit to take one half casualties figured for the target unit
rounded up.

5.2.3.1.7 Firing while Prone: Units in a prone position may fire only every other turn, unless
they have breech-loading weapons. Standing units behind prone units may fire over the
prone units. (see rule 15.3)

5.2.3.1.8 Fire at limbered Artillery: When the target unit is limbered artillery, determine the
number of casualties in the normal manner. Then, that number of dice is rolled. For each
odd number rolled a casualty is applied to horses, for each even number rolled a crew
casualty is taken.

5.2.3.1.9 Fire Markers: Use a marker of some sort to identify units that have fired during the
turn. Cotton balls or white pipe cleaners make good markers for this purpose. The fired
marker should be removed at the end of phase 7, unless there is a reason not to do so (i.e. unit
is prone.)

5.2.3.2 Small Arms Casualty Modifiers: The modifiers are applied in the listed order.

5.2.3.2.1 Doubled Casualties: Casualties are doubled when:

5.2.3.2.1.1 Firing is into the flank of a line or assault column.

5.2.3.2.1.2 Firing is into the front of a marching column or assault column;

5.2.3.2.1.3 Target unit is mounted;

5.2.3.2.2 Halved Casualties: Casualties are halved when:

5.2.3.2.2.1 Fire is at long range (sharpshooters do not suffer this penalty);

5.2.3.2.2.2 Fire is at extended range (sharpshooters only)

5.2.3.2.2.3 Target unit is unlimbered artillery crews;

5.2.3.2.2.4 Firing unit is routed but has not yet conducted the rout move;

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5.2.3.2.2.5 Firing unit is stationary mounted cavalry;

5.2.3.2.2.6 Fire passes through more than one inch of woods;

5.2.3.2.2.7 Firing unit is skirmishers, excluding sharpshooters;

5.2.3.2.2.8 Target unit is under cover (behind fences or hasty works, or lying prone).

5.2.3.2.3 Quartered Casualties: Casualties are quartered when:

5.2.3.2.3.1 Target unit is behind hard cover (stone walls or fortifications);

5.2.3.2.3.2 Target unit is skirmishers;

5.2.3.2.3.3 Firing unit is moving mounted cavalry.

Optional Rule that might be added: Op 1.

5.3 MELEE: To initiate a melee a unit must have a “Charge” order. (Rule 5.1.15)

5.3.1 Determine Unit’s Melee Value: Count the figures in contact. The attacker chooses where the
attack takes place. All the figures in the stands touching the enemy stands count full. One half of the
figures in the second rank or to either side of the contacted enemy stands count in the melee.

Melee Values Modifiers: ½ Green Volunteer Regiments and dismounted cavalry and
sharpshooter units.
1 Veteran Volunteer Infantry Regiments
1½ Elite Infantry, mounted cavalry, and artillery crews
2 Elite Cavalry and Elite artillery crews

5.3.2 Disordered Charge: Units that completes the charge “Disordered” melee using the disordered
die roll penalty.

5.3.3 Defending Unit Becomes Shaken: If a unit defending against a charge receives a rout marker
prior to the charge making contact:

5.3.3.1 Normal rout rules apply (does not rout until next turn phase 2).

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5.3.3.2 Once contact is made by the charging unit against the unit with the rout marker, that unit
loses one stand, routs immediately 12 inches to the rear, and then conducts a morale check for
the loss of the stand.

5.3.4 Melee Die Roll Modifiers:


+1 for charging;
+1 for charging down hill;
+1 for charging into flank or rear of a unit;
+1 for charging in Assault Column formation;
+1 for each mounted officer attached to (touching) a unit;
-1 for charging up hill;
-1 charging a stone wall;
-1 for a disordered unit;
-2 charging a fortification.
All modifiers are additive.

5.3.5 Melee Resolution: Both players calculate enemy casualties from the Melee Chart. Both sides
remove the indicated number of casualties.

EXAMPLE of Melee Resolution: (Continued from the charge example) Referring to the Melee Casualty
Chart, the 18th Mass receives a +1 to its die roll for charging. Each side rolls a “4”. The 12th SC suffers
five (5) casualties (the 18th rolled a four (4) plus the one (1) for a five (5)) reading down the 16 column
(the number of figures in the melee) is five casualties. A four (4) rolled by the 12th SC is read down the 14
column (its number of soldiers in the melee) is four (4) casualties. Since the 12th SC suffered five (5)
casualties and the 18th Mass only suffered four, the 18th is the winner. The 12th SC routs immediately
away from the enemy twelve inches, since it lost a stand, it must make a Morale Check.

5.3.6 The Winner: The winner of the melee is the side taking the FEWEST casualties. The winner
of a melee conducts any morale checks as applicable. The results are treated normally, it may be
required to rout or fallback and thus abandon the position it just won. The winner receives a +2 to his
morale roll for this morale check only. If the winner passes the morale check, it may advance and
take the position abandoned by the enemy.

5.3.7 The Loser: The loser of the melee is the side taking the MOST casualties. The unit(s) routs
immediately taking any attached mounted officers with them. After moving routed, it takes any
further morale checks that are called for by rule 8.1. The result is then treated normally. (If it rolls
“Stand Firm” or “Fallback” it remains shaken, but does not rout again during the next Fallback and
Rout Movement phase.) During the Issue Order Phase the next turn it receives a Rally order. If it
failed the morale check it would get no order but instead rout during the Fallback and Rout
Movement phase.

5.3.8 Disordered by Melee: All units that participated in a melee are now “Disordered” at the end of
the melee, after the morale die rolls conducted in rule 5.3.6. and 5.3.7

5.3.9 Follow up Charges: Infantry units in assault column formation and mounted cavalry that were
victorious in a melee and have passed the required morale checks receive an additional half “Charge”
move (that is normal move plus charge bonus totaled and halved). The unit keeps any die roll
modifiers it had in the initial melee for charges made with the bonus move. Since the unit is now
“Disordered” its bonus charge is in a “Disordered” formation. The bonus move may not be used to
“retreat” by infantry, but it may be for mounted cavalry.

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5.3.11 Ties: The Continuation Rules: If the melee results in a tie (the same number of casualties to
both sides), both units lose the indicated casualties; conduct appropriate morale checks, and if both
pass, the units stay in combat for the next turn, melee continues until there is a winner one fight per
turn. There is no bonus or detriment to the die roll for the next melee, except for mounted officers
and “Disordered”, which both sides have become. During the next phase 5 or 6 other unengaged
stands from the unit in melee or other regiments in line or assault column move or charge (they do not
receive the +1 bonus) up to their movement allowance to enter the melee. The continuation melee is
conducted at the end of phase 6 after both sides may have added stands to the melee.

6. ACTION PHASE, Player Without Initiative Phase: Identical to Rule 5.

7. DETERMINE OFFICER CASUALTIES Phase:

7.1 Officer Danger Zones: All mounted officers (Brigade, Division, Corps and Army commanders) are
subject to being wounded or killed. Any of those officers within 18 inches of and within the arc of fire of
each enemy unit firing that turn or within six inches of the target of artillery which fired that turn must be
rolled for by an opposition player. First: roll two – 6 sided dice.

7.1.1 Number of Rolls taken for each officer is listed below:

7.1.1.1 One (1) roll if within 6 inches of a unit fired at by artillery. One roll for each cannon firing.
Place marker near the officer to keep track of the number of cannons firing in the vicinity of the
officer.

7.1.1.2 One (1) roll if within 18 inches of each enemy infantry or cavalry unit if it fired small arms.

7.1.1.3 Two (2) rolls if within 12 inches of each enemy infantry or cavalry unit if it fired small arms.

7.1.1.4 Three (3) rolls if within 6 inches of each enemy infantry or cavalry unit if it fired small arms.

7.1.1.5 One (1) additional roll if the officer was attached to a unit that took casualties during that turn.

7.1.1.6 One (1) additional roll if the officer was attached to a unit in a melee.

EXAMPLE for Officer Casualties: General Cornpone the 3rd Brigade Commander is attached to the
4th Mississippi, who charged and fought a melee. The 7th Michigan fired at the 4th Mississippi as they
closed to combat. The method to determine the hazard to General Cornpone is three rolls for being
less than six inches from and within the arc of fire of the 7th Michigan; One roll since General
Cornpone was attached to the 4th Mississippi, which took casualties from the fire, and one more roll
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for being attached to the 4th Mississippi involved in a melee. The Union player would roll 2d6 5 times
attempting to get a 12 result. If the Union player does get a “12” he then rolls one die and reads the
hit effect from rule 7.2.2.

7.2 Roll: Make all necessary rolls.

7.2.1 Officer Hit: A roll of a “12” is a hit to the officer, if hit is achieved then proceed to rule 7.2.2:
(In order to speed this phase up once the fighting gets thick, use this procedure: count the number of
markers on a mounted officer stand and roll that many dice. Count the number of sixes (6s) rolled
and roll that number of dice. If there are any sixes from the second roll, proceed to rule 7.2.2.)

7.2.2 Hit Effect: Roll one – 6 sided die:


1 – Minor wound; officer remains in action;
2 – Minor wound; officer out of action for the next turn (is not at risk during next officer
casualties phase);
3 or 4 – Serious wound; officer out of game. The Mounted Officer stand is removed from the
game.
5 or 6 – Killed; all units under his command that he was visible to and saw the death must roll
for morale. The Mounted Officer stand is removed from the game.

7.2.3 Dead or Wounded General Officer replacement

The dead or seriously wounded officer is out of the game while the next officer in the chain of
command is informed and takes command of the larger unit. This is either based upon the scenario or
determined randomly. To determine which officer takes command randomly pick one of the
regiments from the brigade, or one of the Brigades from the division, or one of the divisions from the
corps or one of the corps from the army depending on the officer wounded. If the replacement is to
come in within 3 inches of the death/wound site, the replacement comes in during phase 2 of the next
turn. If the replacement is to come in within 6 inches of the death location, the replacement comes in
during phase 2 of the turn following. . If the replacement is to come in over 6 inches away from the
death/wound location, the replacement comes in during phase 2, two turns hence. The mounted
officer stand is then returned to the board at the location of the new commander. Example: During
Phase 7 of Turn 4 a general is killed. The replacement brigade commander is to be the colonel from
a regiment 8 inches away. The mounted officer stand is removed and not replaced until Phase 2 of
Turn 7.
Optional Rule that might be added: Op 10.

The Following Rules are applied during the game turn as necessary.

8. MORALE:

8.1 Morale Checks: These are taken under the following circumstances by rolling one die:

8.1.1 Loss of Stand: When a unit loses a stand of casualties or when a gun section loses one crew.

8.1.2 Mounted Officer Killed: When a visible mounted officer in the unit‟s chain of command is
killed (Rule 7.)

8.1.3 Routed Through: When another unit routs through the unit. (exception Rule 9.9)

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8.1.4 Fired on or Charged from Flank or Rear: When a unit received fire from the flank or rear.
(See rule 8.3.2)

8.1.5 Other Rules: When another rule stipulates a morale roll is required. (Rules 13.1, Green Unit
first casualty; 13.2, Green Unit suffers casualty from artillery fire)

8.2 Morale Roll Results:

8.2.1 Infantry and Cavalry Units:

1: Rout – The unit receives a “Rout” marker (red) and a “Disordered” (orange) marker. The
unit may not move nor complete any order showing for that turn. During the next Fallback and
Rout Movement phase the unit moves per rule 2 in a shaken formation. During the next Issue
Order Phase the unit may only receive a “Rally” order and is moved into a formation of the
player‟s choice (The orange “Disordered” marker remains on the command stand.) During the
following Issue Order Phase the unit must receive a “CF” order, then the “Disordered” marker is
removed and the unit returns to Stand Firm Morale status. The unit may not move the 1/3 move
per normal CF orders. The Unit may receive any order during the next Issue Order Phase.
2 or 3: Fallback – The unit receives a Fallback marker (yellow) and a “Disordered” (orange)
marker. The unit may fire, using the “Disordered” modifiers. The unit may not move nor
complete any shown order for that turn. During the next Fallback and Rout Movement Phase the
unit moves the full movement (rule 2) away from the enemy. During the next Issue Order Phase
the unit receives an “CF” order that then removes the “Disordered” marker, the unit may not
move ½ move per normal CF orders. The next Issue Order Phase the unit may be ordered
normally.
4: Disordered – The unit receives a “Disordered” marker (orange) and suffers the disordered
penalties. The marker may remain on the unit as long as the player desires. It is removed only
after the unit receives an “CF” order and does not move that turn.
5 or 6: Stand Firm – The unit suffers no adverse morale effects.

8.2.2 Artillery Crews: A morale check is made when a crew casualty is taken. The roll only applies
to the crew section taking the casualty.

1 or 2: Rout – The unit receives a rout marker (red), it may fire at a –1 to the die roll. During
the next rout phase the unit moves per rule 2 leaving the gun behind. During the next Issue Order
Phase the unit receives a “Rally” order and is moved into a “Disordered” state (an orange marker
is place on the stand). During the following Issue Order Phase the unit must receive a “CF”
order, then the “Disordered” formation marker is removed and the unit returns to a Stand Firm
morale status. The Unit may receive normal orders during the next Issue Orders Phase it may
receive a move order to return to its gun.
3, 4, 5 or 6: Stand Firm– the unit suffers no adverse morale effects.

8.2.3 Morale Term Definitions:

8.2.3.1 Disordered: Any formation can become disordered due to morale rolls or being moved
through by another unit or following a charge or melee (Rules 5.1.11; 5.1.15 or 5.3.8) or because
of terrain effects per a scenario. Disordered formations retain all the characteristics of their
original formations with the following modifiers:
-1 to firing die rolls
-1 to any morale checks
-1 to any melee rolls

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8.2.3.2 Shaken Formation: Shaken Formation is more a state of mind that an actual formation.
The unit has run away from the enemy and has not yet recovered. It is a mob of men and not a
military unit. Shaken units have no flanks or rear. It may not fire. The only order they may
receive is a “Rally” which moves them into a “Disordered” formation. If they are forced to take
a morale check it is done at a –2 to their die roll. Shaken units may not move other than to rout.
If they are charged while shaken they lose a stand and rout immediately 12 inches to the rear.

8.3 Modifications to Morale Check Die Rolls:

8.3.1 Unit Types: -1 Green units; 0 Veteran Volunteer Units; +1 Elite Units

8.3.2 Fired Upon from Flank or Rear: Fired upon or charged from flank -1; Fired upon or charged
from rear -2;

8.3.3 March Column Morale Modifiers:


Whenever an Infantry or Cavalry unit in March Column is forced to take a morale check it rolls for
morale. Any result other than “Stand Fast” becomes a Rout. Also see rule 5.1.11, rule 8.1, and rule
9.9 for effect of moving units routing or falling back through other units.
If the unit achieves a “Stand Fast” result, it immediately changes formation into a line, facing the
enemy.

8.3.4 Mounted Officer Morale Bonuses: Mounted Officers provide the following morale benefits to
units under their command. A mounted officer may only be attached to ONE unit at a time:

8.3.4.1 A mounted officer attached (touching bases) to a unit, if it is in the unit‟s chain of
command, provides a plus to the die roll for all morale rolls as follows:

8.3.4.1.1 Brigade Commander +2 to morale roll;

8.3.4.1.2 Division Commander +3 to morale roll;

8.3.4.1.3 Corps Commander +4 to morale roll;

8.3.4.1.4 Army Commander +5 to morale roll.


Or use a scenario specific modifier for each leader based on historical information.

8.3.4.2 Mounted Officers not attached to a unit add a plus to morale rolls of units they command
in the following manner:

8.3.4.2.1 If within 3 inches of and visible to the command stand:


Brigade Commander +1 to morale roll;
Division Commander +2 to morale roll;
Corps Commander +3 to morale roll;
Army Commander +4 to morale roll..
Or use a scenario specific modifier for each leader based on historical information.

8.3.4.2.2 If within 6 inches of and visible to the command stand:


Division Commander +1 to morale roll;
Corps Commander +2 to morale roll;
Army Commander +3 to morale roll;

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Or use a scenario specific modifier for each leader based on historical information.

8.3.4.2.3 If within 9 inches of and visible to the command stand:


Corps Commander +1 to morale roll;
Army Commander +2 to morale roll;
Or use a scenario specific modifier for each leader based on historical information.
Visible is defined as: Any part of the mounted officer‟s stand being in front of the unit‟s stands, and
not blocked by terrain.
Optional Rules that might be added: Op 3 and Op 4.

8.4 Re-Rolling a Morale Check Roll:


A mounted officer within 3 inches of a unit, if it is in the unit‟s chain of command, may make another
unmodified die roll and then may, if the player wishes, substitute that result for the morale die already
thrown for that unit (one re-roll per mounted officer stand per turn).

8.5 Voluntary Routing:


At any time during phase 5 or 6 a unit may voluntarily rout as if they had just suffered a loss in melee
(Rule 5.3.7).

8.5.1 Immediacy: The unit receives a red and orange marker and is placed per rule 2.2.1 through
2.2.3 immediately.

8.5.2 Cavalry: Dismounted cavalry remounts and then routs immediately.

8.5.3 Artillery crews: Crews abandon their guns in place and then rout immediately.

9. SKIRMISHERS: The following special rules apply to units in skirmisher formation:

9.1 Protecting Other Units: A unit in skirmisher formation "protects" other units behind it only if the
skirmisher unit is 1 inch or more ahead of the other unit(s).

9.2 Formation Set Up: The unit‟s stands must be separated by no less than 1 inch and no more than 2
inches side to side.

9.3 Change Formation orders are required to go to/from skirmisher from/to any other formation.

9.4 Firing Through: Artillery may fire at long range through skirmish lines into units behind the
skirmishers. Close Range fire (Canister) must fire at skirmishers first. If long range artillery fires at
skirmishers and hits normal damage is done. (See rule 5.2.2.2.3)

9.5 Canister: Artillery fires canister at skirmishers at ½ the hit effect for canister.

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9.6 Moving Through Units: Skirmishers may move through a formed unit. Roll 1d6. On a 1 the other
unit is disordered. A roll for the skirmishers being disordered is not made. (this supersedes rule 5.1.11)

9.7 Charges: Skirmishers may not “Charge”. If charged by units in other formations they rout 12 inches
back immediately.

9.8 Automatic Fallback: If at the end of game phase 6 the command stand of any enemy unit in a line or
assault column is within 6 inches of any stand of a unit in skirmish formation, the skirmisher unit gets an
automatic fallback marker. The fallback takes place during the Fallback and Rout phase (rule 2.)

9.9 Routing effects: Skirmishers routing through another unit do not cause a morale test to the other unit.

9.10 Not Blocking LOS: Skirmishers do not block line of sight for either side‟s artillery fire.

10. CAVALRY UNITS: The following special rules apply to cavalry units:

10.1 Horse Holders: When the unit dismounts, the unit loses one quarter of its strength as horse holders.

10.2 Mounting and Dismounting: It takes one half a move to mount or dismount. Use movement
orders, but notify referee or the opposing player that the dismount or mount is to be done!

10.3 Fences: Mounted Cavalry follows rule 5.1.5 and jump fences at the 2 inch penalty.

10.4 Formations: Dismounted cavalry may fight only as Firing Line or Skirmishers, they fire two volleys
per turn if armed with breech loading weapons (see rule 16). they melee at a value of one half (see rule
5.3.1).

10.5 Fire Restrictions: Mounted cavalry may fire only one volley per turn no matter the weapon. If
stationary they fire at ½ effect. If moving they fire at ¼ effect. They suffer double damage when fired
upon.

10.6 Melee Value: Mounted Cavalry melees at a value of 1 ½ (see rule 5.3.1). Dismounted Cavalry
melees at a value of ½ (see rule 5.3.1)

10.7 Halting a Charge: At any point after moving halfway to the target unit/feature, the charge may be
aborted. Cavalry may move back toward where they started using up their normal, not charge, movement
allowance. (Rule 5.1.15.6)

10.8 Counter Charge: At ANY time a mounted cavalry unit, which is being charged, may change its
order to “Charge” and conduct a counter charge. It does receive all the charge bonuses it is entitled to in

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the melee. If the unit has not fired that turn it may fire prior to the melee. The procedure is the two
charging units meet half way between each starting point. All stands of both units may be involved in the
melee.

11. SHARPSHOOTER UNITS: The following special rules apply to sharpshooter units:

11.1 Formation Limits: These units may only placed into March Column or Skirmisher formations.

11.2 Extended Range: Only sharpshooters may fire at extended range (12 to 18 inches with rifled
muskets). Rule 5.2.3. Casualties are halved at Extended Range, but not Long Range.

12. ARTILLERY UNITS: Artillery batteries are unique units in that they are allowed to do specialized
actions, and are able to operate as independent sections (stands). Each one figure cannon represents a
„section‟ of two cannons. A battery was made up of either 2 or 3 sections.

12.1 Sections: A battery may divide into sections and post cannons in separate locations. If they do that,
a marker is placed near the cannon to represent the limber providing ammunition to that gun section.

12.2 Actions: A battery or section may do any two of the following actions (12.2.1 through 12.2.4)
during their action phase.

12.2.1 Movement: Artillery may move 7 inches limbered for one action. (this may be done twice for
a total of 14 inches)

12.2.2 Limber: hook the cannons up for travel, this is one action.

12.2.3 Unlimber: deploy cannons to fire, this is one action.

12.2.4 Prolong: Move the cannons forward or rearward by hand 1 inch for one action (this may be
done twice for a total of 2 inches)

12.3 Firing: An unlimbered battery/section may always fire once per turn. Any time artillery is
unlimbered, it may fire per other rule restrictions.

12.4 Limbered Artillery Taking Fire:

12.4.1: Small Arms: If an artillery unit is fired upon by small arms while it is limbered, the final
casualty number is determined and that many dice are rolled. For each odd number rolled a casualty
is applied to horses, for each even number rolled a casualty is applied to the crew.

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12.4.2: Artillery: Counter battery fire only hits on a natural “6”. If a hit is scored it does double
damage.

12.4.3 Artillery Casualties: All casualty and damage markers are placed at the owning player‟s
discretion and may be spread among multiple gun sections.
Optional Rule that might be added: Op 8.

13. GREEN VOLUNTEER UNITS: These were units that had never been in combat; this is their first
battle. The differences in treatment of green units are listed below:

13.1 First Casualty Morale Check: They check morale for the very first casualty and then for any stand
loss.

13.2 Artillery Fire Effects Morale Check: They check morale whenever they suffer a casualty from
artillery fire.

13.3 Unit Fire: They may not break firing down to stands (Rule 5.2.3.1.3), the full unit must fire at one
target. Even if not all the unit‟s guns bear on the target. (Count only the figures whose guns can hit the
target unit.)

13.4 Morale Penalty: They roll all morale checks at a –1 to the die roll.

13.5 Melee Value: They melee at ½ value (Rule 5.3.1)

13.6 Fire Reduction: They fire at two less figures on the Small Arms Chart. (i.e. 20 figures fire on the
18 figure line.)

14. ELITE UNITS: These units include Union Regular Army units, and certain volunteer units from both
sides that highly distinguished themselves in combat. They provide the following benefits:

14.1 Morale Bonus: They roll morale checks at a +1 to the die roll.

14.2 Fire Increase: They fire at two more soldiers on the Small Arms Chart. (i.e. 20 figures fire on the
22 figure line.)

14.3 Melee Value: They melee at 1½ value (Rule 5.3.1)

15. PRONE UNITS: Units that have gone prone have the following advantages and detriments:

15.1 Casualty Reduction: They take casualties from small arms and canister at ½ rate.

15.2 Not Blocking Fire: Units both friendly and enemy may fire over the prone unit.

15.3 Fire Reduction: They may only fire every other turn, unless they have breech loading weapons.

15.4 Melee Value: If charged while prone they have a –1 to any morale roll made during the charge and
melee at ½ value, this supersedes any other melee value they may have.

15.5 Movement Penalty: It costs 1 inch of movement for the unit to stand up.

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16. BREECH LOADING WEAPONS: Breech-loading weapons, may fire twice per turn once in phase 5
and again in phase 6.

17. SMOOTHBORE MUSKETS EFFECTIVENESS AT CLOSE RANGE: When units with


smoothbore muskets or smoothbore carbines fire at close range, the effect of “buck and ball” is included.
The number of soldiers is calculated as normal, then the read line is moved over 1 column to the right for
every 10 soldiers, round up. Example: 21 soldiers fire, the casualties are read off the 24 soldier column.

18. BUILDING HASTY WORKS: Units may spend their turn building hasty works. Hasty works were
completed on the battlefield using whatever tools the unit had at hand, piling logs and brush in front of
their position. Building hasty works is done using the Hold order, but the unit may not fire during the
turn. It takes four (4) turns for the works to be completed to add the cover modifier.

19. UNIT CASUALTIES:

19.1 Marking Casualties:


19.1.1 Infantry and Cavalry: All casualties are applied to one stand in a regiment until the stand is
removed. Only then are casualties are applied to another stand. This is still required even if the stand
taking casualties is for some reason protected or was unable to be fired upon.

19.1.2 Artillery: All casualty and damage markers are placed at the owning player‟s discretion and
may be spread among multiple gun sections.

19.2 Casualty Explanation: This is only a representation of the unit taking casualties. For keeping
battle statistics, use the following: for every stand removed (eighty (80) soldiers) ten (10) were killed or
mortally wounded, thirty (30) were wounded and will take a while to recover, twenty (20) were lightly
wounded and could return in a few weeks time or less and twenty (20) were not wounded, but were
helping their friends make it to the hospital or they ran and hid. They will return to the unit later. This
would be of use in a campaign game.

20. REMNANT UNITS: Once an infantry unit is reduced to only the command stand or less it is removed
from play as combat ineffective. Cavalry units may remain in the game.
Optional Rule that might be added: Op 9.

21. TERRAIN EFFECTS: This is a compilation of the effects of terrain on play and is reflected other
places in the rules:

21.1 Woods and Rough Ground:


21.1.1 Range Penalty: Woods reduce ranges by one half. Visibility in woods is reduced to 2 inches,
or scenario specific.

21.1.2 Line of Sight: Woods block line of sight for units on the same or one higher or lower level.

21.1.3 Casualty Reduction: If fire passes through 1 inch or more of woods or rough ground, the
casualties are reduced by ½.

21.1.4 Movement Penalty: Rough ground and woods reduces movement by one half or as defined by
the scenario. Artillery and mounted cavalry are not allowed in the woods off roads.

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21.2 Fences:

21.2.1 Crossing a Fence: Crossing a fence or wall subtracts 2 inches of movement (Artillery may not
use this). If a unit does not have sufficient movement to move all stands over the fence, then the next
turn it may complete the move at no additional penalty. This includes units moving over fences
diagonal to them.

21.2.2 Dismantling a fence: This subtracts 4 inches of movement. (Artillery may do this.)

21.2.3 Casualty Reduction: Casualties are halved if the target unit is under cover (behind fences or
hasty works, or lying prone). Casualties are quartered if the target unit is behind hard cover (stone
walls or fortifications)

21.3 Hills:

21.3.1 Movement Penalty: Moving up a hill subtracts 2 inches of movement for each level of the
hill. The unit pays only once for each hill, even if the unit ends a turn partially up the hill.

21.3.2 Artillery Fire Over Units: Artillery may fire over friendly units that are closer to the guns
than to the target, but more than one inch away from the guns if on a hill. Artillery must have a line
of sight to the target unit. The target does not have to be the closest enemy unit, there just must be a
clear line of sight to the target.

21.3.3 Line of Sight: Unless otherwise indicated by the scenario specifics hills are treated as follows:
To determine if a line of sight exists from a firing unit to a target unit when a hill is involved. For
game purposes, all hills have a front slope, a crest and a rear slope. The front slope is the area of the
hill from the crest to the base of the hill closest to the enemy. The crest of the hill is an imaginary
line that bisects the hill parallel to the facing of the target/firing unit. The rear slope of the hill is the
area from the crest to the base of the hill farthest from the enemy unit. Units on the same slope of a
hill, or on the flat ground in front of the hill have line of sight to each other. Units on opposite sides
of the crest of a hill do not have line of sight to each other unless they are two inches or less apart. A
unit that is on the imaginary line declared to be the hill crest is visible to units on both slopes and the
flat land surrounding the hill.

21.4 Water Movement Penalty: Streams and creeks subtract a set number of inches from movement as
defined by the scenario, normally between 2 and 4 inches.

21.5 Buildings:

21.5.1 Wooden buildings have no effect upon artillery hits or line of sight.

21.5.2 It is recommend that the buildings on the board be removed whenever troops are in their
vicinity and replaced when the troops have moved on.

21.6 Fortification (not fences or stonewalls) Protection: Cause artillery to hit units within as follows:
close = 5 or 6; long = 6.

21.7 Orchards: Orchards block line of sight. Do not hinder movement. Do not provide wood‟s
protection.
Optional Rules that might be added: Op 11 and Op 12.

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22. COMMON SENSE: No rule set can cover every situation that may arise. The players are urged to use
common sense in those cases. What would have most likely happened in that situation in the real world?
If the disagreement still cannot be resolved, roll one die. If the result is an even number the ruling is in
the Union player‟s favor. If the result is an odd number the ruling is in the Confederate player‟s favor.

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OPTIONAL RULES
To add more realism, but increase playing time, use any combination of the following optional rules.
They are listed in the order recommended addition to the rules.

Op 1. Ammunition Limits: The average unit entered a battle carrying about 60 rounds of ammunition for
each soldier. For game purposes each volley of fire equals 10 rounds of ammunition.

Op 1.1 Each unit is limited to firing six times, or per scenario instruction. Use either markers or
another record keeping method to track ammunition spent.

Op 1.2 To replenish ammunition the unit must retire to within in two inches of the board edge they
entered, or the edge closest to their start point, a specified point on the board, or a wagon train and
remain on “hold” orders for two turns. The unit may then return to combat with another six turns
worth of ammunition.

Op 1.3 A unit that is out of ammunition may not fire, but may still melee at full strength.

Op 2. Command Radius: A unit‟s orders may not be changed unless the unit‟s brigade commander is
within eighteen inches of the unit. This is measured from the brigade commander‟s stand edge to the edge of
the regiments command stand. The unit will not do anything too stupid. If it gets to that point, the unit will
deploy in a line and go on Hold orders. Division, Corps or Army commanders may place order markers for
units in their chain of command if within 15 inches of the unit. Also see Optional Rule 5 to further modify
this.

Op 3. Officer Effectiveness: This rule is only to be used if Optional rule 2 is used. Either use Op 3.1 or Op
3.2, Op 3.3 and Op 3.4.. To simulate the capabilities and charisma, or lack thereof, of a mounted officer stand
do the following for each:

Op 3.1 Based upon research or scenario specifics assign each mounted officer stand an effectiveness
number from -6 to +6. This is the number of inches added to the command radius of the mounted
officer. If the effectiveness number is -4, -5 or -6 subtract one from any morale roll bonus the
mounted officer provides. If the effectiveness number is +4, +5, or +6 add one to any morale roll
bonuses the mounted officer provides.

Op 3.2 At the start of the game roll one die for each mounted officer stand. If the result is 1 or 2, the
command radius and morale bonuses are reduced. If the result is 3 or 4 use 15 inches for command
radius and normal morale bonuses. If the result is 5 or 6, the command radius and morale bonuses are
increased.

Op 3.3 To determine the amount of increase or decrease of the command radius, roll one 6 sided die.
Add or subtract the number of inches equal to the die roll.

Op 3.4 Either add or subtract one from the morale benefits added for mounted officers, based on the
Op 3.1 die roll. (Rule 8.3.4 and Opt 4.2.)

Op 4. Rallying Units: A routed infantry unit remains in a Shaken state until it receives a Rally order and
passes a rally die roll. The die roll takes place after the Officer Casualty phase.

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Op 4.1 On a roll of 5 or 6 the unit rallies. On any other roll the unit remains shaken, but does not
retreat further.

Op 4.2 If its Brigade Commander is attached to the unit add a + 2 to the die roll.
If its Division Commander is attached to the unit add a + 3 to the die roll
If its Corps Commander is attached to the unit add a + 4 to the die roll
Or if its Army Commander is attached to the unit add a + 5 to the die roll.

Op 5. Fog of War Effects: Use this rule only if using Op 3. This optional rule takes place prior to Rule 1,
the Issue Order phase. Each turn each brigade commander (mounted officer) receives a specified quantity of
command markers equal to the number of regiments/batteries in his brigade modified by rule Op 3.4. The
command markers may be spent to do any of the following four actions: 1) issue order markers to
regiments/batteries within his chain of command, both in and out of the mounted officers command radius
(„out‟ takes two command markers, „in‟ takes one command marker). 2) Invoke rule 8.4. Re-rolling a failed
morale roll. 3) Invoke rule Op 4. Rallying Units 4) Invoke rule Op 10. Creating a provisional regiment.
The division commander (mounted officer) has one command marker for each of the brigades in his division
(in the scenario), modified by rule Op 3.4. Any Corps or Army Commanders represented in the scenario
receive four command markers each per turn. If a unit does not receive an order in a turn, it retains its order
from the turn before.

Op 5.1 If a brigade commander is killed, seriously wounded or lightly wounded during turn phase 7,
each regiment in his command must roll to see if the player may place new orders for that turn. 1 to 4
= No; 5 or 6 = Yes. This continues each turn until the general revives or is replaced.

Op 5.2 Any unit „stuck‟ in a march column may change to a line formation if an enemy unit comes
within 18 inches of the unit. The stuck unit may not move, but it may change formation and change
to face the nearest enemy unit.

Op 6. Couriers: To add realism to the command and control of forces use the following rules:

Op 6.1 Brigade, Division, Corps and Army commanders (Players) should not discuss tactics of the
battle after the game starts unless the stands representing them are in contact.

Op 6.2 Sending orders and messages between commanders require the use of couriers. To determine
how long it takes for a message to reach its intended recipient, measure the distance from the sender
figure to the recipient figure. A courier travels at 24 inches a turn, unhindered by terrain. Once the
number of turns required to send the message is determined based on distance, then roll 1 d6. For a 1
or 2 add one turn to the time for delivery, for a 3 or 4 add two turns and for a 5 or 6 add three turns to
the time for delivery. The message is delivered prior to the “Issue Orders” phase of the appropriate
turn. If the distance is less than 12 inches, and the generals are in line of sight, the message arrives
the next turn.

Op 7. Morale Checks for Charges: This rule is inserted in two places Op 7.1 as rule 4.1 and Op 7.2 to Op
7.5 replace rule 5.1.15.1. (There is no movement bonus.)

Op 7.1 (This rule is inserted as Rule 4.1) Following the initiative roll, the starting locations of all
units with Charge orders are marked. All units with charge orders (both sides) move one half of the
distance from that marker to the target unit/ terrain feature.

Op 7.2 Becomes rule 5.1.15.a. Prior to moving the second half of the distance during its sides
Action Phase, the unit must undergo a morale check. Roll one d6. If the result is a 4 – 6 the charge

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proceeds as normal. If a 1 - 3 is rolled, the unit does not charge and instead it changes its order to
Hold and becomes disordered.

Op 7.3 Becomes rule 5.1.15.b. If the charging unit passes the charge morale check successfully the
target unit must make a morale check. It uses the normal morale chart or charge rules. The result of
the roll is applied immediately.

Op 7.4 Becomes rule 5.1.15.c. The charging unit then completes the charge per normal rules in
Action Phase 5 or 6.

Op 7.5 Becomes rule 5.1.15.d. If the target unit routed or fell back, the charging unit may charge to
either the point where the enemy unit was prior to rout or fallback, OR it may continue to contact the
original target unit if it is still within the charge range. The charging unit may not change target units.
If no melee ensues the charging unit still receives a disordered marker.

Op 8. Converting Infantry or Cavalry to Artillerists: When an artillery piece has been captured or when
an artillery piece owned by the player has lost all of its crew, infantrymen or cavalrymen may be converted to
artillerists.

Op 8.1 To do so the infantry/cavalry unit must be touching the artillery piece. Place a casualty
marker upon the unit for each infantry/cavalry man being converted.
(If this results in the loss of a stand, the unit must make a morale check. (If that is not acceptable,
don‟t make artillerists.) Place an artillery crew stand on the gun. Place a marker of some sort near
the artillery piece.

Op 8.2 Once the men are made artillerists they may immediately start operating the artillery piece.

Op 8.3 When any artillery piece manned by converted infantry/cavalry wishes to fire it must first roll
one D6 if the roll is a 4 or more that gun may fire that turn. The gun hits only on a 6 no matter the
range or ammunition being fired.

Op 9. Provisional Regiments: This rule would replace Rule 20. Stands from regiments of the same
brigade may be re-organized into a provisional regiment by the brigade commander. To do this the surviving
stands of various regiments are moved to the rear (out of enemy long range musket fire) and placed with the
brigade commander's stand. Up to six (6) stands (use only one command stand) may be assembled into a
provisional regiment. Only one provisional regiment may be formed from each brigade in this manner. Take
all casualty markers and place them onto one stand. If it results in a stand loss remove the stand, but NO
morale roll is required. More stands may join that unit as long as the Brigade Commander is attached to it.

Op 10. Mounted Officer Casualties: This optional rule supplements Rule 7.1:
After each unit‟s fire sequence is complete determine which enemy mounted officers are within the
danger zone of 18” of the firing unit‟s arc of fire or within 6” of an artillery target unit. Then conduct
officer casualty rolls as per Rule 7.1. If this rule is used do not then conduct Phase 7 during the game
turn.

Op 11. Cornfields: To simulate the battles that took place in tall cornfields use the below rules.

Op 11.1 Visibility into, within, and from the cornfield is reduced to one inch.

Op 11.2 All firing in the cornfield is considered to be simultaneous, while there is standing
corn between the units!

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Op 11.3 In cornfields units may “blunder” into a melee without a charge order. In that case no
attacker Charge bonus is given.

Op 11.4 All casualties from firing through the corn are normal (not halved).

Op 11.5 Once marched through by a line, column or assault column that portion of the cornfield is
trampled, and no longer reduces visibility.

Op 12. Dense Woods: The woods in most battle areas of the Civil War were extremely dense. The
following rules apply in dense woods:

Op 12.1 Visibility in dense woods it limited to 2 inches

Op 12.2 No artillery is allowed in the woods off roads.

Op 12.3 Once a regiment is in a wooded area it must be attached to its brigade commander or roll a 5
or 6 to have its last order changed. A brigade commander can be attached to only one unit at any
time.

Stop here – Rules below result in real loss of control of units in the dense woods.
For maximum realism continue.

Op 12.4 When a unit is moving without its brigade commander attached, each turn two different
colored six sided dice (2d6) are rolled. The first is for “twisting” of the unit. On a roll of 1 or 2 the
unit twists 22 ½ degrees counter clockwise. On a 3 or 4 no twisting occurs. On a 5 or 6 the unit
twists 22 ½ degrees clockwise. The second die is to determine the direction of movement from the
regiment‟s front. On a roll of 1 or 2 the regiment veers off 22 ½ degrees to the left. On a 3 or 4 the
unit proceeds ahead. On a roll of 5 or 6 the unit veers 22 ½ degrees to the right. Use the twist and veer
template.

Op 12.5 A unit, which has at least one stand on a road, ignores rule Op 13.4 for that turn.

Op 12.6 A unit without its brigade commander attached may only have an order for movement
directly to its front (=>) or rear (D) or a Hold (H). Once the enemy has been sighted a Charge (C) or
Opening Fire (OF) may be ordered (if a 5 or 6 is rolled).

Op 12.7 In the woods units may “blunder” into a melee without a charge order. In that case no
attacker Charge bonus is given.

Op 12.8 All firing in the woods is considered to be simultaneous!

Op 12.9 When a friendly unit is “sighted” in the woods and is to the front of the sighting unit and
was not “known” to be there, friendly fire may occur. A die is rolled and on a “5 or 6” the unit fires.
Casualties are figured normally. If the fired on friendly unit is facing the unit that fired, then it rolls,
and on a 5 or 6 it returns fire. This only happens one time for each occurrence. (It is assumed they
straighten out the mess quickly).

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TRAINING RULES FOR THE BEGINNERS
Training Rule 1. Use minimal terrain for your first game. Lots of open fields with a few fences is
the best way to learn the rules.

Training Rule 2. When first learning the game make all units veterans, no elites nor green troops.

Training Rule 3. When first learning the game make all units to be 5 stands (20 Figures) at the
game start.

Training Rule 4. Hold off on using Cavalry units until you get the Infantry and Artillery rules
down.

Training Rule 5. Replaces The basic fire rule 5.2. This rule is great when playing with younger
players. It allows a leveling up of your better tactics verses the young player‟s joy at calling fire and
beating you to the punch. You will be surprised how much it evens up a game scenario.
Firing may take place for either side at any time during turn sequence 5 or 6. They are not
simultaneous. The first called is the first done. If there is any question who called “fire” first, the
youngest player fires first. If both players are the same age the fire is then simultaneous.

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DEFINITIONS USED IN THE RULES:
Assault Column – Moves faster than a battle line, allows more troops to get into melees, allows front rank of
soldiers to fire but, takes double damage if fired upon. The assault column is formed by placing one half or
more of the regiment‟s stands in the front rank, and the other half (or less) in the rear rank.

Battle Line (Line) – Moves slower but, allows for all soldiers to fire and, the flank can be refused. A Line or
Battle line is formed by placing all of the regiment‟s stands in a line with the figures all facing the
longitudinal axis.

Command Stand: This is the stand of figures that has the flag and officer for the infantry or cavalry
regiment.

Disordered: Any formation can become disordered due to morale rolls or being moved through by another
unit or following a charge or melee (Rules 5.1.11; 5.1.15.4 or 5.3.8) or because of terrain effects per a
scenario. Disordered formations retain all the characteristics of their original formations but, with negative
modifiers.

Figure: One miniature soldier, it represents twenty soldiers. It may also be called Soldier.

Figure Gun: This is the miniature cannon. It represents two actual cannons or a gun section. In the game a
gun is either Smoothbore or Rifled. Smoothbore guns should be painted gold (bronze). Rifled guns should be
painted black.

Flank: Is where a unit firing would hit two or more stands deep, and where the target unit cannot fire at the
firing unit;

Hasty Works: Hasty works were defensive positions completed on the battlefield using whatever tools the
unit had at hand, piling logs and brush in front of their position for protection from small arms fire.

Limbered: Artillery in a travel mode: The guns are hitched to limbers or caissons, so that they are unable to
fire.

Mounted Officer Stands: These represent the brigade commanders, division commanders, corps and army
commanders in a player‟s army; the brigade commander stand has 2 figures on it; the division commander
stand has 3 figures on it; the corps commander stand has 4 figures on it and the army commander stand has 5
figures on it.

March Column (Column): A march column is formed by having all of the regiment‟s stands in a row facing
in the direction they are marching. It is the quickest way to move troops on the battlefield.

Refusing a Flank: In order to protect the majority a regiment, a portion of the unit is lined up to face up to
90 degrees off the direction of the rest of the regiment. This was done to keep enemy units from gaining a
tactical advantage by attacking the flank of the unit.

Rough Ground: This is identified in each scenario and includes such areas as rocky fields, cut forests, and
any other terrain that slows movement but does not block line of sight.

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Shaken Formation: Shaken Formation is more a state of mind that an actual formation. The unit has run
away from the enemy and has not yet recovered. It is a mob of men and not a military unit. Shaken units
have no flanks or rear. It may not move toward the enemy. It must rally and reform to get back into the
battle.

Skirmish Line – Moves at faster rate than line and, protects units behind it from fire, will rout when enemy
units are near and, fires at a reduced rate. A skirmish line is formed by placing the regiment‟s stands the same
as a Line except each stand is between one and two inches apart.

Unlimbered: Artillery in the firing mode. Once unlimbered a gun may fire once per turn.

Unit: A unit in the game is either a Infantry or Cavalry Regiment, or an Artillery Battery

Visible Officer: Any part of the mounted officer‟s stand being in front of the unit‟s stands, and not blocked
by terrain.

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INDEX
Artillery:
Actions – Page 24; Rule 12.2
Artillery Damage Table – Page 14; Table 3
Counter Battery Fire – Page 13; Rule 5.2.1.4
Crew‟s Melee Value – Page 16; Rule 5.3.1
Crossing Fences not allowed – Page 7; Rule 5.1.5, Page 27; Rule 21.2.1
Dismantling Fences – Page 7; Rule 5.1.6, Page 27; Rule 21.2.2
Fire, Artillery – Page 12; Rule 5.2.1
Firing at Infantry and Cavalry – Page 13; Rule 5.2.2.3
Firing at Limbered Artillery; Page 13; Rule 5.2.2.4.5
Firing “In Battery” - Page 12; Rule 5.2.2.2.9
Firing over Friendly Units – Page 12; Rule 5.2.2.2.3
Fortifications - Effect on artillery fire – Page 12; Rule 5.2.2.2.6, Page 27; Rule 21.6
General Artillery Firing Rules – Page 12; Rule 5.2.1.2
Hills – Fire Over Units – Page 27; Rule 21.3.2
Hit Table – Page 14; Table 2
Limbered Artillery Taking Fire – Page 24; Rule 12.4
Limbering and Un-limbering – Page 6; Rule 5.1.3 and page 24; Rule 12.2.2 & 12.2.3
Morale Checks – Page 19; Rule 8.1
Morale Roll Results – Page 20; Rule 8.2.2
Movement allowances – Page 6; Table 1 and page 24; Rule 12.2.1 & 12.2.4
Moving and firing – Page 12; Rule 5.2.2.2.8
Prolong – Page 24; Rule 12.2.4
Range & Hit Table – Page 13, Table 2
Road Bonus – Page 6; Rule 5.1.2
Routing artillery crew movement – Page 5; Rule 2.2.3
Sections: Page 24 Rule 12.1
Small arms firing on limbered artillery – Page 24; Rule 12.4.1
Special Rules for Artillery – Page 24; Rule 12
Stand size and how to mount – Page 3; Top
Units blocking line of sight – Page 11; Rule 5.2.1.2
Unit Casualties – Pages 26; Rule 19.1.2
Voluntary Rout – Page 22; Rule 8.5.3
Basic Movement Rules – Page 6; Rule 5.1.1
Basing – Page 2; Bottom to Page 3; Top
Breech Loading Weapons – Page 26; Rule 16
Building Hasty Works – Page 26; Rule 18
Buildings – Page 27; Rule 21.5
Casualties, Marking – Page 26; Rule 19.1
Casualties, Unit – Page 26; Rule 19
Casualty Modifiers – Page 15; Rule 5.2.3.2
Cavalry:
Blocking line of sight – Page 11; Rule 5.2.1.2
Cavalry Units – Page 23; Rule 10
Charging, special cases – Page 10 Rule 5.1.15.10
Counter Charge – Page 23; 10.8
Dismounted stands – Page 3; Top
Fire Restrictions – Page 23; Rule 10.5

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Firing at Limbered Artillery; Page 15; Rule 5.2.3.1.8
Follow up Charges – Page 17; Rule 5.3.9
Formations – Page 2; Middle; Page 23; Rule 10.4
Halting a Charge – Page 23; 10.7 & Page 10; Rule 5.1.15.6
Horse Holders – Page 23; 10.1
March Column Morale Modifiers – Page 21; Rule 8.3.3
Melee – Page 16; Rule 5.3
Melee Value – Page 16; Rule 5.3.1, Page 23; Rule 10.6,
Morale Checks – Page 19; Rule 8.1
Morale Roll Results – Page 20; Rule 8.2.1
Mounted Cavalry firing modifiers – Pages 16; Rule 5.2.3.2.3.3; 5.2.3.2.2.5; Page 15; Rule 5.2.3.2.1.3
Mounting and dismounting – Page 4; Rule 1.2.1 & Page 6; Rule 5.1.3 & Page 23; Rule 10.2
Movement allowances – Page 6; Table 1
Remnant Cavalry Units – Page 26; Rule 20
Road Bonus – Page 6; Rule 5.1.2
Routing Cavalry movement – Page 5; Rule 2.2.2
Stand size and how to mount – Page 3; Top
Unit Casualties – Pages 25; Rule 19
Voluntary Rout – Page 22; Rule 8.5.2
Change Formation – Page 4; Rule 1.2.2
Charge Order – Page 5; Rule 1.2.4
Charge, The – Page 9; Rule 5.1.15
Charges, Follow up – Page 17; Rule 5.3.9
Charging a Shaken Formation – Page 10; Rule 5.1.15.10.5: Page 21; Rule 8.2.3.2 last sentence
Close Range (Canister) Artillery– Page 13; Rule 5.2.2.3.2
Common Sense – Page 28; Rule 22
Conduct Fallbacks and Routs Phase – Page 5; Rule 2
Crossing Fences – Page 7; Rule 5.1.5
Defending Unit Becomes Shaken – Page 16; Rule 5.3.3
Determine Officer Casualties Phase – Page 18; Rule 7
Determine Unit Melee Value – Page 16; Rule 5.3.1
Disengage – Page 4; Rule 1.2.3
Dismantling Fences – Page 7; Rule 5.1.6, Page 27; Rule 21.2.2
Disordered by Melee – Page 17; Rule 5.3.8
Disordered Charge – Page 16; Rule 5.3.2
Elite Units – Page 25; Rule 14
Fallback – Page 5; Rule 2.1
Fences – Page 27; Rule 21.2
Fire – Page 11; Rule 5.2
Fired Upon from Flank or Rear (morale impacts) – Page 21; Rule 8.3.2
Flank Definition – Page 33; Definitions Section
Follow up Charges – Page 17; Rule 5.3.9
Fortification Protections – Page 27; Rule 21.6
Game Turn Phases – Page 4; Top
General Movement, Fire and Melees, Player With Initiative Phase – Page 6; Rule 5
General Movement, Fire and Melees, Player Without Initiative Phase – Page 18; Rule 6
General Movement Rules – Page 7; Rule 5.1
Going Prone – Page 8; Rule 5.1.10 & Page 25; Rule 15
Green Units – Page 24; Rule 13
Halting a Charge – Page 10; Rule 5.1.15.6 & Page 23; 10.7
Hasty Works, Building – Page 26; Rule 18

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Hills – Page 27; Rule 21.3
Hills and Line of Sight – Page 11; Rule 5.2.1.3 & Page 27; Rule 21.3.3
Hills (Movement penalty) – Page 7; Rule 5.1.8 & Page 27; Rule 21.3.1
Hold Order – Page 5; Rule 1.2.6
Infantry:
Blocking line of sight – Page 11; Rule 5.2.1.2
Charging, special cases – Page 10 Rule 5.1.15.10
Crossing Fences – Page 8; Rule 5.1.5, Page 27; Rule 21.2.1
Dismantling Fences – Page 8; Rule 5.1.6, Page 27; Rule 21.2.2
Firing at Limbered Artillery; Page 15; Rule 5.2.3.1.8
Follow up Charge – Page 17; Rule 5.3.9
Formations –Page 2; Middle
March Column Morale Modifiers – Page 21; Rule 8.3.3
Melee – Page 16; Rule 5.3
Morale Checks – Page 19; Rule 8.1
Morale Roll Results – Page 20; Rule 8.2.1
Movement allowances – Page 6; Table 1
Remnant Infantry Units – Page 26; Rule 20
Road Bonus – Page 6; Rule 5.1.2
Routing Infantry movement – Page 5; Rule 2.2.1
Stand size and how to mount – Page 2; Bottom, Page 3; Top
Unit Casualties – Pages 26; Rule 19.1.1
Voluntary Rout – Page 22; Rule 8.5
Initiative Phase – Page 6; Rule 4
Issue Order Phase – Page 4; Rule 1
Line of Sight for Fire – Page 11; Rule 5.2.1
Long Range Artillery– Page 13; Rule 5.2.2.3.1
Maneuvers – Page 8; Rule 5.1.12
Markers – Page 3; Middle
Marking Casualties– Page 26; Rule 19.1
Melee Die Roll Modifiers – Page 17; Rule 5.3.4
Melee, Disordered by – Page 17; Rule 5.3.8
Melee, Follow up Charges – Page 17; Rule 5.3.9
Melee, The Loser – Page 17; Rule 5.3.7
Melee Resolution – Page 17; Rule 5.3.5
Melee Rules – Page 16; Rule 5.3
Melee (Tie) Continuation Rules – Page 18; Rule 5.3.10
Melee Value, Determine – Page 16; Rule 5.3.1
Melee, The Winner – Page 17; Rule 5.3.6
Morale – Page 19; Rule 8
Morale Check Die Rolls, Modifications to – Page 21; Rule 8.3
Morale Checks – Page 18; Rule 8.1
Morale Definitions – Page 20; Rule 8.2.3
Morale Roll Results – Page 20; Rule 8.2
Mounted Officer Stand Definition – Page 33; Definitions Section
Mounted Officer Morale Bonuses – Page 21; Rule 8.3.4
Move Order – Page 4; Rule 1.2.1
Movement Allowances – Page 6; Table 1
Movement Procedure – Page 7; Rule 5.1.14
Movement Rules – Page 6; Rule 5.1
Moving through units – Page 8; Rules 5.1.11

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Officer Casualties – Page 18; Rule 7
Officer Danger Zones – Page 17; Rule 7.1
Opportunity Fire – No specific rule; fire may happen during either Phase 5 or 6.
Orders – Page 4; Rule 1.2
Organization of the Armies – Page 2; Top
Playing Area – Page 3; Middle
Playing Pieces – Page 2; Bottom
Possible Orders – Page 4; Rule 1.2
Prone Units – Page 7; Rule 5.1.10 & Page 25; Rule 15
Rally Order – Page 5; Rule 1.2.5
Refusing a Flank – Page 7; Rule 5.1.4
Remnant Units – Page 26; Rule 20
Re-Rolling a Morale Check Roll – Page 22; Rule 8.4
Road Bonuses – Page 6; Rule 5.1.2
Rough Ground – Page 7; Rule 5.1.7
Routed Units – Page 5; Rule 2.2
Rules, The – Page 4; Top
Scale – Page 1; Bottom
Sharpshooter Units – Page 24; Rule 11
Show Orders Phase – Page 5; Rule 3
Skirmishers – Page 22; Rule 9
Skirmishers, Protecting Other Units – Page 22; Rule 9.1
Skirmishers, Formation Set Up– Page 22; Rule 9.2
Skirmishers, Firing Through – Page 22; Rule 9.4
Small Arms Casualty Modifiers – Page 15; Rule 5.2.3.2
Small Arms Range and Firing – Page 14; Table 4 & Rule 5.2.3
Streams and Creeks (Movement Penalty) – Page 7; Rule 5.1.9 & Page 26; Rule 21.4
Terrain – Page 3; Bottom
Terrain Effects – Page 26; Rule 21
Unit Casualties – Page 26; Rule 19
Unit Formations – Page 2; Middle
Unit Melee Value, Determine – Page 16; Rule 5.3.1
Voluntary Routing – Page 22; Rule 8.5
Water Movement Penalty – Page 27; Rule 21.4 & Page 7; Rule 5.1.9
Wheeling – Page 9; Rule 5.1.13
Woods and Rough Ground – Page 26; Rule 21.1

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Credits:
I want to thank my son, Mark, who has helped me develop this game starting as an 11 year old and
who now has earned his Masters Degree in American History and is a Captain in the U.S. Army, was
and still is my sounding board for the most correct way to simulate warfare in the 1860‟s while
maintaining the playability. I also want to thank my wife, Janice, and daughter, Jennifer, who put up
with many Saturday all day game fests while the rules were tested.
I want to thank all the friends and neighbors who helped in the early play testing. Jared Mendenhall,
Joel Radunzel, James Latimer, Mark‟s friends who always seemed to beat the old guys; Tim
Howard, Ivo Fronzaglia, Pete Chagolla, for all their help in making the rules better, even though they
thought they were having fun.
Finally, I want to thank the Colorado Springs Historical Gamers for the final shake downs on
Thursday nights that proved Call to the Colors could be enjoyed by dedicated historical gamers. To
Rich Panek, Kevin Rolfs, David Edgington, Pete Turner, Eric Widiger, Matt Horton, J.P. Chapleau
and anyone else who played a scenario many, many thanks. And a big Thanks to Jeff and Linda
Berry the owners of Castle Games where we play on Thursday nights.

Game Notes: THE WHYS BEHIND SOME OF THE RULES

In this section I will try to explain my thinking for the rules. Some of the rules are very self
explanatory and I will skip but for the most part I will explain the thought process for the rules.

First the General process: The reason I went with the phases is that it breaks the turn into
manageable pieces each with a definite end to the phase. So the next phase can then start. Rules 8
through 20 are rules that don‟t fit nicely into any particular phase or would make Rule 5 totally
unmanageable and incomprehensible (I tried it.) I also broke out the Optional rules section and
allow the players to insert them when they feel comfortable with adding them. I originally started
this rule set when my son was young and I wanted a rule set that was easy to play and still gave the
flavor of a Civil War battle. So my recommendation is play the basic rule set several times until you
don‟t need the rules in hand for every action, and only then start adding the optional rules.

Phase 1 and Rule 1: I chose the use of orders and order markers because it makes the player think
ahead and plan their turn. In simulating the problems a Civil War Brigade commander would have
the biggest factor is he could not „turn on a dime‟ He issued orders and hoped his commanders
would carry them out as he intended. Meanwhile, the enemy is turning his flank. The same can
happen in “Call to the Colors” But, there is an escape clause, you can stop the move and go to hold.
Not a panacea, but you don‟t move into the trap. The order possibilities are simple enough to
simulate the actions of a regiment on the battlefield. The basic orders are Move, Change Formation,
Disengage, and Charge all of these allow the unit to both move and fire. The Hold allows no
movement, but allows you to fire when you want during phase 5 or 6.

The Space-Time Continuum and movement in the game


If the rules were trying to replicate the real world, the infantry movement should be half the game
allowed movement. A column in the game moves at about 4 miles per hour, the men would not last
very long at that pace. It is just too fatiguing to do for any length of time. But, moving a column at
6 inches per turn would make the game way to slow to develop. The same applies to line formation;

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if you have ever tried to move a body of men any obstacle slows the formation dramatically. Three
inches is a good movement rate, but again the game would take forever to reach the engagement
point. Foot artillery was another problem it really should move a maximum equal to an infantry
column, but I gave them a more to get them into action faster.

Phases 5 and 6: These are the free flow battle you are not restricted to doing charges first or last,
you may charge after your other units soften up the target with rifle fire. This also allows for
opportunity fire as you may fire at an enemy unit that moved across your front, if you save your fire.
I just like the free flow and how it allows each player to do what he wants.

Why does artillery only hit on a natural 6 against infantry lines? Because, artillery was not a good
weapon against infantry at long range. Artillery at long range was more a terror weapon, it made
men worry a lot more than any actual damage done. Once into canister range it was a very different
story. Lots of damage was done to infantry.

Oh yes, I do know the rule set‟s name ought to be Call „To The Colors‟ and that it is a bugle call. But, I
don‟t like the punctuation in the title.

Call To The Colors © 41 2011

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