Professional Documents
Culture Documents
On To Richmond Rules
On To Richmond Rules
On To Richmond Rules
WAGONS Most rules for the period, however, are tedious and time consuming.
fr CASUALTIES
This sad dilemma inspired this set of rules. The authors hope you
may derive at least a portion of the enjoyment from them that we
•fr ACCESSORIES have ourselves. No rigid scale for mounting of figures is needed,
and the game can be played with any figure scale, simply relax and
watch grey again contend with blue. Raise the "Rebel Yell" or
SPECIAL! ON TO RICHMOND" UNITS ON TO RICHMOND!
BUY COMPLETE UNITS SCALED TO THE "ON TO RICHMOND" RULES:
These rules offer a fairly simple, fast moving, and fun game of
HS07 US ARTILLERY - FOUR CANNONS AND 16 CREWMEN (10.
HS08 CS ARTILLERY - FOUR CANNONS AND 16 CREWMEN grand tactical scope. They are quite different from most rules
HS30 US CAVALRY - 12 FIGURES AND 1 2 HORSES covering the American Civil War in a number of ways. The scale
HS3S CS CAVALRY - 12 FIGURES AND 12 HORSES
HS40 US INFANTRY ADVANCING OR MARCHING - 20 FIGS.
used is 1" = 50 yards; the basic maneuver element is the brigade;
HS4S CS INFANTRY ADVANCING OR MARCHING - 20 FIGS. movement is by a random card system; while the morale rules and
IS.-*?- HS60 US INFANTRY IN COMBAT POSES - 20 FIGURES the commander quality ratings incorporate the problems of com-
HS65 CS INFANTRY IN COMBAT POSES - 20 FIGURES
mand control.
COMMAND FIGURES INCLUDED IN ALL OF THE ABOVE SPECIAL UNITS
PLEASE ADD (2.00 SHIPPING AND HANDLING TO YOUR ORDER.
With all these innovations, however, the rules are also a return to
I L L U S T R A T E D CATALOG $1.00 (FREE WITH UNIT O R D E R ) . simplicity. There is almost no bookkeeping. Whole stands are
CONTAINS ACW, AMERICAN REVOLUTION, COLONIALS, WEAPONS. casualties, thus, except for the artillery, and the unit command
TERRAIN KITS, ACCESSORIES, BOOKS, RULES, MORE! qualities, there is no roster to be maintained. A fast, enjoyable game
TONE results which, in addition, we find to be surprisingly realistic, or at
least true to history.
OUNTAIN MINIATURES, INC.
Copyright © 1983 by the Courier Publishing Co Inc.
2o Box 33195 Denver, Colorado 80233 All rights reserved
No part of this book may be reproduced or utilized ir any form or by any means, electronic
or mechanical, including photocopying and recording, or by any information storage and
retrieval system, without permission in writing from the publisher
Manufactured in The United States of America
Units and even leaders are graded in OTR. Units may be green to 2. Brigade combat values (CV's) are determined and Division and
elite in status. Leaders also vary from miserable to very good. Our Corps commander ratings are assigned, (see charts)
game charts are designed to produce this variance by chance. The
odds are based on a study of the Eastern Theater of the war during 3. Each Division (both sides) is represented by a card. All cards are
the period before the Gettysburg Campaign. If you are using a shuffled together and placed in a single stack. When a Division's
Western scenario, then we suggest using the Confederate charts for card is turned up, all the brigades and supporting arms of that Divi-
troop and commander quality for both sides. For the "late war" sion move or fire, melee, whatever, but only after removing any
period the pre-Cettysburg charts might well be reversed. morale markers the brigades may have.
Units are listed and their CV's determined by chance merely as a 4. After the last card is turned up, reserve brigades may attempt to
convenience. A referee or the scenario designer may assign values rebuild lost stands, and eligible units may attempt to build breast-
to the units as he desires: in historical battles, the CV may relate to works.
the unit's historical performance. In the latter case, an unabridged
edition of BATTLES & LEADERS is a boon. 5. Repeat from step 3.
Copyright t> 1983, 2010 the Courier Magazine
Copyright CJ 1983.2010 Ihe Courier Magazine
MOVEMENT
Movement distance is dependent upon the formation the unit is in
at the start of the move. Infantry units and dismounted cavalry
units may be in one of four formations: the march column, the attack
column (both are considered column formations), the line, and the
reinforced line. Cavalry may be in march column or line, and artil-
lery may be in line (unlimbered) or march column (limbered).
A LINE FORMATION
The line is formed with all the unit's stands abreast.
A REINFORCED LINE
The reinforced line is formed by 2 lines of the same brigade, the
second being about 2" behind the first and containing about half as
many stands. The ratio of front-line to supporting line should be:
2-1, 3-1, 3-2, 4-2, 5-2, 5-3, 6-3, 6-4. There is a 3-stand minimum to
use this formation.
This formation moves like a line, but adds 1 point to the unit's CV
with both lines counting for total bases. Should the first line be
broken when defending, the second line remains intact, is not dis-
ordered, and must be attacked if a bonus move is to be taken. The
first line may thus rally behind the second rather than retreat a
number of moves as described in the MELEE RESULTS TABLE.
This is true only if the first line is attacked frontally.
Doubletime move. A unit may make an extended move if it is in Commanders. Commanders may split their movement during the
march column, and does not enter or move through disruptive ter- movement phase of their divisions so long as the total distance
rain during the move. Artillery units are permitted one doubletime moved does not exceed a cavalry charge move (24"). This allows a
move per game. A unit that doubletimes more than once during the commander to move to a unit, exercise a morale pass for that unit,
game rolls a D10 for the second and subsequent times that they do move the unit, and then move the commander to another unit to
so. If the number rolled is less than or equal to the number of times execute another morale pass during the same phase.
that the unit has doubletimed previously, the unit loses one stand
before completing the move. Towns and Buildings. Movement through towns is by march column
only, but towns are NOT disruptive terrain. Entrance to and exit
Special moves. Infantry or cavalry may make special moves at any from any building is a change of formation. Buildings are destroyed
time. A D10 is rolled and the full amount of the roll is added to the by burning or by a "kill", requiring from 2 to 8 artillery hits, de-
unit's full normal movement distance, unless the unit is moving to pending on building size. Buildings are assaulted as in normal
contact the enemy. In order to use special movement a unit may not: melee, giving "In works" advantage to defenders (either +2 or
move through disruptive terrain, change formation, or fire (except + 3, depending on construction) until they are destroyed.
the initial volley). If a special move is used to attempt to contact an
enemy unit, the unit making the move must contact the enemy FIREPOWER
unit or else it is in disorder and receives a morale marker. A unit
may make as many special moves during the game as desired. Two types of hits may result from firing, a "morale hit" or a "kill".
A "morale hit" will disorganize a unit and give it a morale marker.
TTl A "kill" results in the removal of 1 stand from the unit that was hit,
as well as disordering the unit and giving it a morale marker.
, ! ,1 ,
r
, I r=t IT. I
LI ME REINFORCED LINE
C3
*
1
'
ATTACK COLUMNS
cm
MARCH COLUMN
Small arms fire is resolved for those dismounted cavalry and infantry
units that are in range of the enemy and eligible to fire. The num-
ber of stands firing is determined for each unit and is divided into
groups of 6 stands (one group per unit could contain less than 6
stands). For each group of 6, a D10 is rolled and the appropriate
modifications made from the Small Arms Modifiers Table. The
modified result is compared on the Small Arms Effect Table, and the
result applied to the target unit. Brigades of the same Division,
firing at the same target MAY group their firing stands into groups
of 6 for this purpose. EXAMPLE: 2 units of the same Division, one
of 5 stands and one of 3 fire at the same target unit. This CAN be
fired as one group of 6 and one group of 2.
1. Attacking units roll a D10 and compare the results to the unit's Commanders. Attached commanders modify the roll for closing to
CV, adding +2 to the unit's CV if it is charging cavalry. If the result contact as follows: Exceptional -2, Firebrand -1, Aggressive or
is less than or equal to the unit's CV, the unit will contact its target; Cautious -0, and Poltroon +1. In addition, attached CO add +1 per
otherwise, the unit will move half the distance to the target unit and base to their troops.
deploy into line. The roll to close may be modified by the presence of
a commander attached to the charging unit. A unit attempting a Units that were attacked before their turn had come to move are
flank or rear attack closes automatically and need not check. unable to move. Such units fire only during the melee phase. Units
in melee also receive bonuses based on the quality of their division
2. If the attack was not onto the flank or rear of the target unit, the CO, even if he is not attached: Exceptional CO +1 at all times, Fire-
target of the charge will give fire into the charging unit. This fire is brand CO +1 if unit is attacking, Cautious CO +1 if unit is defend-
in addition to any other fire done in the turn previously, so the target ing, A^fl^geeand Poltroon CO, no effect.
unit could still fire even if it had moved fully or had already fired
before being charged. A flank is defined as being greater than 45 Cavalry: Charging cavalry will close to contact only if the modified
degrees from the target unit's front as is enfilade when firing. roll is less than the unit's CV +2. Cavalry who are being charged by
other cavalry only may countercharge if they pass their CV +2
3. If the charging unit closes to contact, both sides figure the melee
value of each of their troops in the melee. The melee value is equal to
J check.
the number of stands in combat times the unit's modified combat Bonuses: Units get a bonus for defending uphill if at any time during
value times a positional multiplier. the move the attacking unit crossed the hill slope. Units get a bonus
for attacking downhill if at any time during the move, the unit de-
4. Each side adds together melee values for all of the friendly scended a hill slope. If the melee totals should be the same for both
troops involved in the melee and adds to this a roll of a D10. sides, both would lose 1 stand and withdraw 6".
Copyright c 1933, 2010 the Courier Magazine 12 13 Copyright 11983,2010 the Courier Magazine
TROOP TYPE USA CSA COMBAT VALUE COMMANDER USA/CSA MORALE
PASSES
Inf/Cav Inf/Cav Inf/Cav/Arty
EXCEPTIONAL 9/8,9 5
GREEN 0,1/0-3 O/- 3/4/6
FIREBRAND 7,8/6,7 4
REGULAR 2-5/4-6 1-4/0-3 4/5/6
AGGRESSIVE 4-6/3-5 3
VETERAN 6-8/7,8 5-7/4-6 5/6/6
CAUTIOUS 2,3/1,2 2 t.
ELITE 9/9 8,9/7-9 6/7/6
POLTROON 0,1/ 0 1 ;
OPERATIONS
Infantry Cavalry Artillery
Move and fire initial volley Move Vi, dismount and fire Limber and move Vi
Change formation and move Vi Mount and move 1/2 Move, unlimber
A MORALE MARKER: A casualty figure on a small stand also adds Move 1/2 and fire Dismount, move Vi, fire and fire
Change formation and fire Dismount and move on foot full Doubletime once
visual color Breechloader and repeating rifle Charge 24" Hand haul and fire
MORALE armed troops may move and fire or Change formation and move Vi Fire and limber
remain stationary and fire more Change formation and mount
Before a unit may move or fire for a turn, any morale markers must than once. Change formation, dismt. and fire
first be removed. This may be done by rolling 2 D10's and con-
sulting the Morale Results Table, or by moving the division or corps MOVEMENT (inches)
commander to the unit and using a "morale pass." The commander
may move from one unit to another during the movement phase, UNIT LINE COLUMN ROAD DOUBLETIME
eliminating as many morale markers as he has "morale passes."
Infantry 6 9#/12* 16 20
Cavalry 6V12/24** 20 24 30
If a unit takes its chances on the Morale Table and passes, it may Artillery
move as wished; however, if an automatic pass from its commander Field 2 9 20 24
is used, then it may face, fire, change formation, retreat, but IT Horse 2 12 24 30
MAY NOT MOVE AGGRESSIVELY TOWARD THE ENEMY. This Special Move D10 DIE
is to simulate the difference between a brigade sorting itself out •Dismounted; "Charge; tfAttack Column; 'March Col.
and the necessity of this being done by division or corps staff.
ROUGH TERRAIN MOVEMENT ROUGH TERRAIN MODIFIERS
The commander's morale passes are only usable once, i.e. after an To move modified roll must be rl.._
cine 0
greater than number shown.
aggressive commander has removed 3 morale markers from his Veteran -1
units, his division must roll off any further morale markers for the Hill 0 Regular -2
remainder of the game. Ford -\ Green -3
Woods 2 Cavalry -1
Artillery -2
Should a commander become a casualty due to fire or melee, his
Attack Col. -1
command will operate for one turn without a commander, then a Line -2
new commander may be rolled for as was done at the start of the
game.
RESERVE BRIGADE TABLE
Morale passes used by the previous commander(s) count against the Turns at rest Stands regained
new commander's total, thus a new commander may find that all of
1 2 3
his morale passes have already been used. —
1 8 9
2 7-8 9 —
Units make only ONE morale check for each turn no matter how 3 6-7 8-9 —
many times they received morale markers in the previous turn. 4 5-6 7-8 9
Green troops -1 to die roll Elite troops +1 to die roll
Units with a morale marker are disordered.
Copyright e 1983, 2010 the Courier Magazine 14 15 Copyiight[p19&3. 2010 Ihe Courier Magazine
ARTILLERY FIRE TABLE MELEE RESULTS TABLE
TYPE ARTY. RANGE STAND/MORALE DIE ROLL MODIFIERS MELEE VALUE = Sx (CV + A) x M + D10
(inches) LOST/MARKER
TARGET IS — NUMBER OF STANDS IN COMBAT (S) MELEE MULTIPLIERS (M)
0-10 0-3/4-6 In works or behind wall +3 (even if disordered)
Rifled 11-30 0-3/4-7 In sunken road +3 Infantry attacking 3 ranks fight Frontal attack xl
31-40 0,1/2-4 In woods +1 Cavalry attacking 2 ranks fight Flank attack x2
In town +1 Infantry defending 2 ranks fight Rear attack x3
0-10* 0-4/5-9 Disorganized _-| Cavalry defending 1 rank fights Unit in column xO
Smoothbore 11-24 0,1/2-7 Mounted -2*
25-30 0/1,2 In column _2 COMBAT VALUE MODIFIERS (A)
Enfiladed -3 Defending: +3
*May fire twice —-—•
CSA Battery firing +1 In works- •+3
_
Sunken road _ -(•2 MELEE VALUE STANDS LOST
*Firing battery must be within 10" Downhill- — ~—.———-+2 DIFFERENCE Winner/Loser
Ford — ". . -+2
Woods -— ~ ~~ +1 0-25 1/1#
Fe n ce —• ~~ — +2 26-50 1/2
SMALL ARMS FIRE TABLE OL Attacking downhill .»••• —•
— ""
51-75 1/3
o
RANGE (inches) STANDS FIRING SMALL ARMS FIRE RESULTS TABLE u Corps or Division
Commander attached —""
.- ~~ — +1
-+2*
76 up 0/3
_J </i
co LU Cavalry in line — ~ — "-"""
Breechloader 18 In Works 2 ranks Roll once per group of 6 stands firing. _———~~- +1 * Loser retreats 6" per stand lost
Infantry in attack column — - -+1*
Repeater 18 Breechloader Infantry in reinforced line -— f . -2 #Attacker may not advance
Muzzloader 12 moving x1 On a modified die roll of: Unit is disordered ,—-— —"~ '-
Carbine 6 stationary x2 0-4 Lost 1 stand if, Z Div. CO -+1
In Woods (D10) 0-9 Repeater 5-7 Receive morale marker
LU — —. —^ -——•"*"
UU Cautious defending——""" +1
moving x2 8- No effect .1 ——•—
< !£> Firebrand attacking——— — +1
stationary x3 a. 3 Exceptional———-—' ~~
at ee
DIE ROLL MODIFIERS
30 *Does not count if unit is disordered
O"-
TARGET FIRING UNIT
MORALE RESULTS TABLE
LU
In hard cover +3 Disorganized +2 X USA ROLL CSA Rout — unit dissolves and is taken from
Behind rock wall +2 Green +1 table
In works +2 Veteran -1 rout 00-04 rout Wd2 — retreat 2 line moves
In sunken road +2 With support rout 05-09 wd 2 Wdl — retreat 1 line move
In woods +1 for weapons -1 wd 2 10-14 wd 1 Stand —stand and do nothing
In town +1 Elite -2 wd 2 15-19 wd 1 Deploy — may change formation, face or
In column -1 Fewer than 6 wd 1 20-24 stand fire, but not move
1
Disorganized -1 stands firing +1* stand 25-34 stand /2 speed — unit moves at 1/2 normal rate (no
Mounted -2 deploy 35-39 deploy special moves)
Enfiladed -2 *per stand less than 6 VL speed 40-44 Vi speed 45 right — unit takes full move 45° right of
45 right 45-49 45 right its facing
45 left 50-54 45 left 45 left — unit takes full move 45° left of
ne 55-84 ne its facing
ne 85-89 advance NE — unit may move as desired
advance 90-94 revenge Advance — unit makes full move straight
revenge 95-99 revenge ahead
Revenge — charge to contact nearest enemy
MODIFIERS unit regardless of distance, melee
per base lost -5 at 11/2 times normal CV
green troops -5
veteran troops +5 Units in works, towns or woods ignore mandatory
elite troops +10 forward movement results.
in works +15
REBUILDING BRIGADES
At the end of each turn, a unit that has not moved and is out of range
of the enemy may attempt to rebuild lost stands. Each turn that the
unit is in reserve status, it may roll a D10 and compare the result
on the Reserve Brigade Table. The unit may only rebuild to the
strength with which it started the game.
Green troops subtract one from the rebuilding roll and elite troops
add one to their roll when attempting to rebuild.
Units that are not attempting to rebuild lost stands may build works.
The unit must remain stationary and may not fire. At the end of
each turn, the unit rolls a D10; a 9 is required to successfully com-
plete a brigade frontage of works. For each consecutive turn the unit
attempts to build works add 1 to the die roll. Elite units add 2 when
attempting to build works and veteran units add 1 to the roll. While
in the process of building works a unit counts disorganized and re-
quires one turn to organize after the task is completed.
Copyright f 1983. 2010 the Courier Magazine
18 , . , . . , • . " Copyrigtttj 1983,20101he Courier Magazine
OPTIONAL RULES units may fall prone. Prone units may not fire, but receive a +2
when fired upon. They are not seen in woods or behind cover until
Any or all of these rules may be used at the player's discretion; none contacted or sighted from elevation. Prone units have a 0 multiplier
fundamentally alter the game, though most do add a degree of if meleed. Breechloader-armed prone units may fire at half their
complexity. normal effect or as muzzleloaders.
Catling Guns: While not used to any large degree in the historical Roster Variant: With small alteration a very satisfying roster game
conflict, they show up frequently on the tabletop. Catling guns are may be played. Stands are not removed! Whenever the rules call
moved as horse artillery. A full-strength battery fires 2 dice rolls on for removal of a stand, simply deduct 4 CV from the unit. When es-
the Small Arms Chart for Modifiers, ignoring stand and quality tablishing troop quality at the beginning of a game, take the CV
restrictions. A battery that has suffered a "kill" fires at a +2 modi- (Combat Value) per stand and multiply it by the number of stands in
fier. Range and Hit Chart as follows: the unit. Example: A regular 6-stand Infantry Brigade would have
a C V o f 2 4 ( 4 C V x 6 = 24).
Range Kill Morale Small arms are counted as 1 die roll per 6 CV in the firing unit.
17-24" 0 1,2
9-16" 0,1 2-7 On the Morale Chart, subtract 1 from the roll per CV lost.
0-8" 0-4 5-9
On the Reserve Brigade Table units gain 4 CV per success instead
If doubles are rolled, the gun has jammed and may not fire on the
of gaining a stand.
next turn.
Larger Games: The battlefield should be divided into corps fronts.
Revenge Moves: Instead of moving to contact, revenge moves are Each corps front should contain about a dozen units per side. A
limited to one full move plus 9". In addition, route columns are not separate deck of movement cards is used for each corps front. Es-
required to move into contact; instead they may move normally but sentially, several smaller games are played simultaneously. No
toward the enemy. crossover fire between corps frontages is allowed. There is a 1-turn
delay for units moving to adjacent corps fronts as reinforcements.
Artillery and Morale Hits: Artillery takes morale tests like other
units, but with the following restrictions. All artillery test morale as
veteran units; they ignore any rolls above "Stand". Rolls below
stand must limber up and retire for a full move.
CAMPAIGNS
After a few months or years of gaming we wanted something more.
There is always that stubborn soul in the group who fights to the last
drop of blood of the last grenadier, and who will never admit defeat.
This is the main reason why we have victory conditions and casualty
.avoidance rules and why we all want (at least at first) to fight cam-
paigns.
The following is asimplified campaigns complete with intelligence
gathering, based on Paddy Griffith's work and the old Prussian "Free
Kriegspiel". It may all be done in only a few nights and requires as few
as three players. There is a C inC for each side and a semi (long suffer-
ing) umpire. The umpire's duties do not preclude his having a subor-
dinate command in the actual battles.
A r \ accurate
amount of
enemy force
If there are no enemy patrols, the umpire uses the chart at once. These
reports involve some degree of acting or role playing by the umpire
who must give each report the ring of truth, but of course this is a
great part of the enjoyment of this phase of the campaign.
All the while the umpire is feeding both CinCs information from their
scouts, they, in turn, are attempting to use this information to
maneuver their army to advantage. Each perplexed general sits at his
imperfect map (out of sight of his opponent - seperate rooms work
best) moving his units until major portions of mixed arms (umpire's
O,: decision) end up on the same square. A battle then results. Every 4 bat-
tle turns units may map move, including more patrolling. Of course
units locked in combat may neither move nor patrol. Remember too
that before each campaign turn the umpire must roll for weather as
follows: roll 2 dice; doubles equal bad weather,
C.AMDOM TE.R.R.A\M SGLUARES.
Many wargamers play games exclusively based on point systems, so Gamers of the ACW are fortunate because of the wealth of informa-
here is one for ON TO RICHMOND. tion on Civil War uniforms. I will therefore keep these remarks both
general and brief. The armies of the Union chose the simple but
fairly attractive kepi and sack coat of dark blue, set off by medium
Each infantry brigade has a basic cost of 5 points. A troop quality
blue trousers. The trousers were sometimes worn with white gaiters,
roll is then made, the resulting CV (Combat Value) is multiplied by
but more often either worn loose or tucked into gray socks. Belting
the 5 points. Thus a green brigade of 3 CV would be worth 15 points
and equipment were nearly always black with either a black knap-
while an elite brigade is worth 30 points. Of course, brigades might
sack or gray blanket roll. A black slouch hat often substituted for
be chosen by quality, too. Thus the following:
the kepi, especially in the West. Artillery and cavalry uniforms were
similar with those arms often wearing a waistlength coatee instead
Green Brigade — 15 points NB: For point games all brigades of the sack coat. Likewise, artillery and cavalry were more likely to
Regular Brigade — 20 points of infantry and cavalry are of 6 have their piping and facing colors visible. These colors were light
Veteran Brigade — 25 points stands. blue for infantry, red for artillery, and yellow for cavalry.
Elite Brigade — 30 points
While Confederate regulations called for similar facing colors on a
gray uniform coat, their uniforms were somewhat more complex. If
A similar procedure is followed for cavalry brigades: a basic 10- a Rebel outfit had good uniforms, it was more likely to display
point cost followed by a multiple of the CV. facing colors. This was particularly true in the artillery where
Southern gunners clung to their red kepis. The lack of supply and
Green Cavalry Brigade — 20 points shortages for the Confederacy are well known, but often overstated.
Regular Cavalry Brigade — 50 points A realistic Reb force should vary from smart gray uniforms to the
Veteran Cavalry Brigade — 60 points literal tatters of butternut, brown, and homespun. We find that this
Elite Cavalry Brigade — 70 points is where the painting of Civil War armies is the most enjoyable.
Units may run the gamut of sartorial martial splendor. We suggest
that some one-third of your Confederate brigades be in regulation
For point games all cavalry are armed with muzzleloading carbines. gray dress, about one-third in varying declining issue, and the final
In point games one division CO is allotted per 3 brigades, and one third in the butternut tatters and civilian rags. Don't forget an oc-
C in C (Commander in Chief) per side. casional captured Yankee hat or coat, too. If you follow this plan, it
should produce a very colorful and realistic looking force.
Artillery battalions are all of 2 stands and worth 30 points. Only Vi of
the artillery may be rifled guns.
HISTORICAL UNITS
ON TO RICHMOND was designed for play with fairly large armies, To aid beginners, we include the following listing of some famous
we therefore suggest the following as a goal to shoot for. brigades of the Civil War. We include some unique aspects of uni-
forms in hopes that they may make your gaming more pleasant and
For the Yankees a 9-infantry brigade, with a 6-stand base for all colorful.
brigades, and corps in 3 divisions. Add to this an artillery reserve of
UNION
4 or 5 stands and a 6-stand cavalry brigade. This produces an army
of about 250 castings. Even with the optional addition of limbers, Berdan's Sharpshooters: The increased range given in the rules for
supply wagons, casualty figures, and dismounted cavalry, the total breechloaders has these deadly marksmen in mind. They were
is still at the reasonable level of around 300 figures. handpicked experts from across the breadth of the country. In the
tradition of the European "rifle and jaeger" regiments, they wore a
A Confederate army is of similar organization—an infantry force of dark green uniform in the Union pattern. Since they were sharp-
6 brigades of 8-stand strength organized in 2 divisions. Artillery of shooting skirmishers, it is suggested they be mounted in a looser
4 or 5 stands, and a large 8 to 10 stand cavalry brigade complete formation, say 2 figures on a 2" by 1" stand. They are always con-
the force. With both armies together, the resulting 600 castings total sidered veteran or elite in status, but no more than 4 to 6 stands in
is a goal within the reach of most gamers or groups. the brigade.
Copyright t> 1983, 2010 the Courier Magazine
26 27 Copyright CD 19SJ, 2010 the Courier Magazine
Iron Brigade: The heroes of Gettysburg. Drawn from Indiana, Michi- not strictly historical, one might include the "Tiger Zouave" bat-
gan, and Wisconsin, this was the only all-Western brigade in the talion in their brown Zouave jackets and mattress-ticking volumi-
Army of the Potomac. All wore the famous black hat instead of the nous trousers.
kepi. Always elites!
Orphan's Brigade: A unit of exiled Kentuckians first led by John C.
Irish Brigade: Drawn from the fighting Finnians of the Northeast, Breckenridge. No unit was more shot up or took greater pride in it.
this was a most gallant combat brigade. Some say they wore dis-
tinctive gray trousers and green facings on their coats; all agree Washington Artillery: An entire battalion of guns from the cream of
that they bore the green battle flag of Ireland. New Orleans gentlefolk. This expert militia unit kept its red kepis,
blue coats, and red and yellow striped, pale blue pants throughout
Wilder's Lightning Brigade: This Western army unit was "mounted the war. They should have a special status among Southern gun
infantry". They are best modeled from Reb cavalry figures carrying crews, firing as if Union guns.
rifles. While they had no sabres for mounted combat, they may have
been armed with repeaters late in the war, and those were rifles, The above listing of units is merely representative. There were
not carbines! many gallant brigades on both sides not here included. Let all arm-
chair generals salute their courage.
Vermont Brigade: Iron-souled sons of the Granite State. At least
for the first two years of the war they wore an all-dark-blue uniform.
K&L, PO Box 52881, Tulsa OK 74152. K&L offers well over 200 Prussian 41-60" 0-2/3-5
21-40" 0-4/5-8
different castings in a somewhat smaller scale, perhaps a true
0-20" 0-4/5-7
20mm.
15MM
SMALL ARMS
Mitraillese - French only
Miniature Figurines Limited, available in many hobby stores. Mini- (Roll 2 D10 per stand 1 Stand = 10CV)
fig's "Super Detail" range contains about 30 Civil War offerings. Range Kill/Morale French Rifles 18"
Mike's Models, GPO Box 1854, New York NY 10116, has a new 25-30in." 0/1,2 Prussian Rifles 12"
11-24" 0,1/2-7 French Carbines 12"
line. 0-10" 0-4/5-9 Prussian Carbines
There are many other 15mm manufacturers who may have ranges in
ACW. This is a scale that is very easily obtained by the gamer. NAPOLEONIC VARIANT
SMALLER SCALES For simplicity we use a 6-stand brigade for all sides, both horse and
foot. ilU. ,
Jack Scruby makes an N-gauge of ACW. Adventure Games will 'VV* -41 LA-I^
shortly market a 10mm range, and Wargamers Corner, of Vienna, Quality: Add the Light Cavalry as for Franco-Prussian, and add +2
VA produces a 5mm range. All in all, there should be no real prob- CV for all heavy cav.' The French and the British roll on the CSA
lem in obtaining figures either from those listed above or from other Chart and all others on the USA Chart. A new formation of SQUARE
smaller companies. is added. Square may not move, is fired on as if enfiladed, but
doubles the infantry's CV against cavalry in melee.
ADAPTATIONS
Firepower:
ON TO RICHMOND actually began life years ago as a set of Franco- Small Arms Range Artillery: Use the Smoothbore Chart, but
Prussian War rules. More recently it has also been used for Napo- Muskets 6" only heavy guns receive double dice at
Carbines 4" close range.
leonic games with great success.
A PRODUCT OF
THE COUmKH IH JBI JSI UNO CO. INC.