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STONE MOUNTAIN

CIVIL WAR MINIATURES


-jjj- "RAGGED REBELS" NOMINATED FOR H.G. WELLS AWARD -jjf
THANKS TO THE VOTE OF OUR MANY FINE CUSTOMERS. STONE MOUNTAIN "RAGGED
REBELS" INFANTRY HAVE BEEN NOMINATED FOR THE ACADEMY OF ADVENTURE ARTS
AND DESIGN AWARD AS THE BEST LINE OF HISTORICAL MINIATURES RELEASED IN
I»82. TWO OF THE FIVE FINALISTS ARE STONE MOUNTAIN FIGURE LINES!
INTRODUCTION
The American Civil War or the War Between the States, is beyond
•fr INFANTRY ^%* %^ doubt the most popular period of American History. More books
have been written about that tragic and glorious conflict than all
*fo CAVALRY '*«•, other American historical subjects combined. It is not surprising
then to learn that it is a popular period among American wargamers.
•fr ARTILLERY
both of the board and miniature variety. Somewhat more surprising
iV WARGAME TERRAIN is its even greater popularity in the United Kingdom and on the
Continent.

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

Copyright it 1983, 2010 the Courier Magazine


1 Copynglitl- 1961, 2010 the Couriw Ma0azine
ACKNOWLEDGEMENT

I wish to express my deepest thanks to:


Ted Alexander, for his 30's
Pat Condray, for his research
Jim Harrison and the "Vermont Brigade", for their loyalty
Dick Bryant & Bob Sarber of THE COURIER, for their criticism
Caroline Koch, my loving wife, for her typing and editing
Jeff Easley, for his photography
Roger Wells, for reasons known best to him GENERAL ORGANIZATION
Thank you also to Stone Mountain Miniatures The basic unit in this game is the brigade. During the actual con-
for the photos on page 1 and 3 flict, regiments, while normally up to 1,000 men strong, were sel-
INDEX dom at much greater than one-third strength. They were organized
into brigades which were in reality the basic fighting units, these
ARTILLERY 10 brigades being somewhere between 1,000 and 3,000 in number, the
CAMPAIGNS 22 Confederates keeping their unit strengths quite a bit higher until
COMBAT VALUE 4 very near the end. The actual number and scale of figures is not
FIGURES AVAILABLE 29 crucial. A playtester using 30's incorporates a 3-man stand. We our-
FORMATIONS selves use 20mm figures with a 4- or 5-man stand, while we know of
ATTACK COLUMN 6 at least one 15mm gamer who uses 8 men per stand. Taking an aver-
LINE 7 age, one can have a 9-brigade Union corps, with the reasonable
MARCH COLUMN 6 investment of about 220 infantry figures. NB: While no set organiza-
REINFORCED LINE 7 tion is needed to play these rules, some guidelines on mounting
HISTORICAL UNITS 27 figures might be helpful.
MELEE 12
Infantry: We use 20mm figures in our own games. We mount 4 to 6
MORALE 14
figures in little "dioramas", landscaped bases with 2 inch frontage
MOVEMENT by 1Vi inch depth. Another gamer uses three 30mm figures on a 2"
BONUS MOVES 9 by 1" base.
CHARGING 9
DISRUPTING TERRAIN 8 Those using the popular 15mm scale may elect one or two options. A
DOUBLE TIME 8 gamer in Louisiana simply cuts the bases down to about 1" squares
SPECIAL MOVES 8 mounting 4 figures on each. He then cuts all ranges and movement
OPERATIONS 5 by half. The Courier staff, on the other hand, simply mounts a
OPTIONAL RULES 20 greater number of miniatures on a 2 inch wide base and leaves every-
POINT SYSTEM FOR ARMIES 26 thing else unchanged. NOTE: Each stand represents about 300
REBUILDING BRIGADES 19 infantrymen.
SCENARIOS 21 Cavalry: Cavalry should be mounted 2 or 3 figures per stand. Each
SEQUENCE OF PLAY 5 stand is the same size as your basic infantry base. Dismounted
SMALL ARMS 11 stands use 2 miniatures on a basic infantry base to show looser de-
UNIFORMS 27 ployment. Each stand represents about 200 troopers.
VARIANTS Artillery: Depending on scale, 1 to 4 model guns and 3 to 10 crewmen
FRANCO PRUSSIAN WAR 30 per 3 inch wide stand (or one 1/2 again as wide as your basic infantry
NAPOLEONIC WAR 31 base). Each stand represents 12 guns.
WORKS 19
I lie Courier Publishing Co. Inc., publishes and imports historical reference books COVIMIMH ,ill UNION ORGANIZATION
iH-nuds from Ancient to Modern. We also publish a bi-monthly magazine. III! ( < Hlkll K
win' li • .iicix to thp hobby of Historical Miniature Wargaming. For more inform.ii .ml,id Infantry: Brigades muster about 6 stands. This may vary from a 4-
' Hoy IH78, Brockton, MA 02403. stand minimum to a 10-stand maximum.
Copyright it 1983, 2010 the Courier Magazine _
3 Copyright e 1963 2010 the Courier Magazine
Cavalry: Most brigades are of 6 to 8 stands of the same width as the
infantry. We like to substitute dismounted stands for the mounted OPERATIONS
ones when cavalry operates in this manner. They should number
fewer stands, however, for 2 reasons. Some must hold horses, and Infantry.
they will take up less frontage. We suggest the following guide- 1. Move fully and fire INITIAL volley (or vice versa)
lines: 2. Move Vi normal distance and fire (or vice versa)
3. Change formation and move !/2 normal move
MOUNTED DISMOUNTED HORSE 4. Change formation (no attack columns) and fire
STANDS STANDS HOLDERS 5. Breechloader (BR) and Repeating Rifle (RR) armed troops may:
4 3 1 a. Remain stationary and fire (twice for BR, 3 times for RR)
5 4 1 b. Move and fire (BR once, RR twice) (or vice versa)
6 4 2
Cavalry.
7 5 2
8 6 2 1. Move Vi, dismount and fire
9 6 3 2. Mount and move Vi normal move
10 7 3 3. Dismount and move fully on foot
11 3 4. Dismount, move 1/2 and fire
8
12 8 4 5. Charge 24"
6. Change formation and move Vi normal move
We might add that this adds visually to the flavor of Civil War 7. Mount and change formation
gaming. 8. Dismount, change formation and fire

Artillery: Artillery is grouped into battalions of 12 to 24 guns, with Artillery.


each stand representing 12 guns. For simplicity, a stand is con- 1. Limber and move Vi normal move
sidered to be all smoothbore or all rifled guns. We like to include 2. Move full, unlimber and fire
limbers and ammo wagons as well. 3. Doubletime move once per game (cannot unlimber)
4. "Hand haul a line" move and fire
CONFEDERATE ORGANIZATION 5. Fire and limber

Infantry: Brigades range between 4 to 10 stands, with 8-stand bri-


gades being most common.
Cavalry: Brigades are of 8 to 12 stands in strength. SEQUENCE OF PLAY
Artillery: Fewer total guns, smaller battalions, and more smooth-
bore guns than the Union. 1. Units are divided into divisions of 2 to 5 brigades each, usually
with an attached artillery battalion, and the divisions named en-
COMBAT VALUES (CV) AND QUALITY tered on a card.

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 MARCH COLUMN CROSSES A BRIDGE


The march column or route column consists of stands one behind the
other. This formation allows for more rapid movement, and move-
ment along roads and across bridges. A unit in this formation, how-
ever, may not initiate melee contact, and, if contacted, fights with a
0 multiplier. A unit must be in march column to get the road bonus.

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.

Changes of formation occur before movement, and cost half the


AN ATTACK COLUMN: These Rebs have been unfortunate enough movement distance allowed to the unit.
to receive a "Morale Marker".
Changes of facing are free, and may occur either before movement,
The attack column is formed of 2 to 3 stands abreast, and has a depth after movement, or both before and after the unit moves. In changes
of 2 to 3 stands. When in melee, this formation adds 1 point to the of face, a unit's stands may move up to but not beyond the distance
unit's CV. listed in the Movement Table for its current formation.
Copyright £; 1983, 2010 the Courier Magazine
Copyright«? 1983.2010 the Courier Magazine
Disrupting terrain. Units moving into or through woods, crossing hill Bonus move. A unit that wins a melee by 26 or more points gets a
slopes, or fords roll a D10, the result is then modified for unit type bonus move. The unit making a bonus move may charge another
and formation (see chart). If the resulting modified roll is higher unit, make a special move, retreat or whatever. The only limitation
than the number listed for the type of terrain, the unit may move being that after fighting the first line of a reinforced line, any bonus
normally, otherwise the unit moves at Vi speed. On the following movement must be used to attack the second line. A bonus move is
turn, however, the unit is considered to have paid the penalty for OPTIONAL for the winning unit and never HAS to be made. When a
crossing the terrain, with the exception of woods, which must be cavalry unit mounts or dismounts as the bonus move, the formation
diced each turn. that the troops were previously in is maintained.

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

Interpenetration. During movement a line may move through an-


00
other line of friendly troops without penalty. A column or attack col-
umn will disorganize any friendly line or march column through
which it moves, giving them a morale marker. At no time may any
unit move through an attack column, nor may cavalry interpenetrate.
Charging. Unless using special movement to contact, a unit moves
no further when charging than it would in a normal move for the
A UNION BATTERY (LIMBERED) IS LED BY A COMMAND
same formation, with the exception of cavalry in line which has a
STAND
24"charge.
Copyright C 1983, 2010 the Courier Magazine
8 Copyright C 19». 2010 «• Courier Magazine
SMALL ARMS FIRE

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.

Carbines have a range of 6", muzzleloaded rifles 12", and breech-


loaded and repeating rifles 18". The latter involves the Sharps rifle
in the hands of experts.
First volley: Units armed with muzzleloaded rifles may
BATTERY IN FIRING POSITION not fire when moving more than half their distance or when changing
from or to an attack column; nor may they move, change formation
and fire unless it is the unit's first volley in the game. This is to
ARTILLERY simulate the difficulty encountered in walking and attempting to load
a muzzleloader simultaneously.
Artillery fire is accomplished by measuring the range to the target to
determine the appropriate section of the Artillery Results Table to Breechloaders: Units with breechloaders (breechloading carbines
be used. A D10 is then rolled, and the result adjusted as indicate should use carbine range) may make a full move and fire or may
on the Artillery Modifiers Table. The modified die roll is then com- fire twice if they do not move (i.e. the number of bases firing is
pared to the proper range section of the Artillery Results Table to doubled).
determine if it is a miss or if the target unit loses a stand or receives Woods: Units firing into or through woods roll a D10 to determine
only a morale marker. their range (this reflects visibility effects); carbines still can't fire
more than 6". The range in woods is determined separately for each
When an artillery unit is hit by either small arms or artillery fire, 2 unit firing, thus one unit may be unable to fire while another unit
kill results must be obtained before the unit is eliminated. Morale farther from the target can shoot.
hits have no effect on artillery units.
Works: When a unit is in breastworks, 2 ranks of its troops may fire.
Smoothbore artillery ONLY may fire DOUBLE DICE when at point-
blank range (0-10"), thus doubling its kill potential. Support: A "supported" fire bonus of 1 is given to units that can
rest their weapons on a fence, a wall or an embankment.
Artillery located on higher terrain than the target unit subtracts 4"
from the range to the target. Commander casualty: If a commander is attached to a unit that suf-
fers either a kill or a morale hit from artillery or small arms fire, a
Each stand of artillery in a battalion resolves fire separately. D10 is rolled. If a 0 is rolled, the commander becomes a casualty
and is removed from the game.
Incendiaries: Each time a kill is rolled on troops in a building, a
confirmation roll is made to ascertain if the building catches on fire Should a commander become a casualty due to fire or melee, his
(0 through 4—building catches fire). In case of fire, the garrison command will operate for one turn without a commander, then a
must evacuate the buildings next turn. Throw D10 to determine new commander may be rolled for as was done at the start of the
number of turns before building is cool rubble. game.
Copyright t> 1983, 2010 the Courier Magazine 10 11 Copyright O 1983. 2010 [he Courier Magazine
Morale passes used by the previous commander(s) count against the 5. The side with the largest total is the winner, the difference in the
new commander's total, thus a new commander may find that all of totals determines the outcome. If any commanders were attached to
his morale passes have already been used. units participating in the melee, a D10 is rolled for each; on a 0
through 3 the commander is a casualty and is removed.

6. Depth of Melee. While melee is unit on unit, e.g., if a unit is


struck in flank, the entire unit fights. There are specific rules govern-
ing depth of formation:

Infantry attacking Count up to 3 stands deep


Cavalry attacking Count up to 2 stands deep
Infantry defending Count up to 2 stands deep
Cavalry defending Count only 1 stand deep

A DESTROYED UNION BATTERY EXAMPLE: 1 Confederate (8-stand) brigade, defending, in attack


column, against 3 (6-stand) Union brigades.
MELEE
CS Count: 6 stands = 2 stands depth. US Count: 18 stands = 3
Melee is resolved in the following manner: stands depth.

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

Copyright "0 1883, 2010 the Courier Magazine


16 17 Copyrigtrt c 1983.2010Ine Courier Magazine
Units that have not yet had a chance to remove their morale markers
before being charged, do not get to remove them in their normal
turn but instead count as disordered troops in the melee phase.

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.

THIS BRIGADE IS "REBUILDING" The flag stand faces the rest


of the unit.
BUILDING WORKS

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.

Rally: On automatic passes units may move freely with no restric-


tions, as if they successfully passed a Morale Chart roll.

Cavalry Formation: Allow cavalry brigades to form double line—Vi


the brigade in the first line and Ya in the second. A distance of 2" SCENARIOS
must be kept between the brigades while maneuvering, but the
second line may close up in melee. The formation moves and takes For those gamers who have trouble dreaming up their own battles
fire as a line. The only disadvantage of the formation is that if the and tire of historic re-creation, we suggest Charles Stewart Grant's,
unit is attacked only the first line would count in melee; if it attacks, SCENARIOS FOR WARGAMES (available from THE COURIER).
both lines count. In converting the suggested troop strengths to OTR, follow these
rules of thumb.
Catastrophic Kills: For increased firepower consider the following.
In any fire procedure, if the modified die roll falls as a negative 1. Light Infantry, when listed, adds another brigade to the Yankees.
number (any number below zero), the target loses 2 stands instead For the Rebs, Light Infantry, when listed, counts as 6 extra stands, to
off. be added to existing brigades, working from a 6-stand base.
Prone Units: A unit may fall prone or stand up at the cost of half its 2. Each cavalry unit listed counts as 3 stands.
normal movement for that turn. Units may only fall prone in line or
reinforced line formation. Only infantry units or dismounted cavalry 3. For a large collection double total forces.
Copyright t> 1983, 2010 the Courier Magazine 70 21 Copyright o 1983.2010 the Courier Magazine
.*.

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.

The miniature campaign will take place in a specified theater and


must have an objective. The objective might be seizing a rail-head ,
river crossing, a pair of road junctions, mountain passage or the like. A
map of the area is then drawn with some terrain; hills, forests, etc. You
may, of course use either board game or survey maps. Grid the map in-
to squares,each square being a game board. A number of these
likely"battle squares" are then enlarged and detailed maps drawn.
These enlarged maps are kept by the umpire alone, since they contain
terrain features not shown on the campaign grid map. This is the ad-
vantage of fictional terrain.
Then each side's OB must be determined, the size of the forces
naturally varying with the size of your figure collection and giving
numerical edge to the attacker. In addition each 4 to 6 infantry units
should have a wagon assigned to represent those infernal but
necessary supply trains. Next each unit of cavalry are given 4 patrols Only cavalry and Horse artillery may forage afield. That is, infantry
which they send out each campaign turn. and artillery must stay in the same square with their trains. In addition
the patrols of the cavalry units may ride reconnaissance into each ad-
Each turn the umpire checks the weather by die roll; weather permit- jacent square from the position of its parent unit. For example, if a
ting the armies now move as follows: Union cavalry outfit is in square "C" (see map) it could send its patrols
into squares B, H, I, J. or D. Further its 4 patrols may be broken up as
Infantry units = 1 square the C.O. wishes; that is 2 into each of 2 squares or 1 into 4 different
Cavalry units = 1 square, then 2, then 1 squares or any similar combination.
etc.
Hs. Artillery = as cavalry It is through these patrols that the C.O. gathers information about the
Ft. Artillery = 1 square via roads enemy. Now these may contain nothing, enemy patrols, enemy
otherwise must roll 4, cavalry, or mixed arms. If the square does contain enemy patrols there
5, 6, to move will be a fight or skirmish. The umpire then settles the issue with a
Supply trains = as Ft. Arty. competitive die roll, plus 1 per extra patrol in the square. Thus it-may
Copyright €> 1983, 2010 the Courier Magazine
22 23 Cop>iiglil»19S3,20101he Courier Magazine
be wise to keep some vedettes handy in the home squares. If a unit
loses, it reports nothing except that it had a brush with enemy horse. ROLL EMPTY SCREEN MAIN BODY
The winner reports the fight plus what he thinks he saw in the square, 1 nothing nothing nothing
again the umpire decides how accurate this intelligence will be. 2 nothing nothing Vi lie
3 nothing main body cav.
4 nothing 2X lie accurate
5 cav. accurate accurate
6 main body accurate accurate

1/2 lie = patrol reports nothing = patrol reports


seeing one half seeing no
of accurate enemy units
enemy force cav. = patrol reports
accurate = patrol reports seeing 2 units
what is truely of enemy
in the square cavalry
main body = patrol reports 2X lie = patrol reports
main body seeing twice

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.

Double 1 = FOG: -2 on patrol report rolls


Three types of squares are possible: Double 2 or 3 LIGHT RAIN: All arms 1 square
Empty: squares contains nothing at all or just patrols, stragglers, move, Vi number of patrols
etc., Double 4 or 5 HEAVY RAIN: Trains and all arty.
Screen: Square contains only cavalry and Hs. Artillery units. stuck, Vi patrols, -1 on patrol
Main Body: Square contains infantry and mixed arms etc. report rolls
Double 6 CLOUD BURST: No movement of
Only the umpire knows what is really in the squares; he rolls a die to formed troops, 1/i patrols, -2 on
determine the patrol's report, 1 report per patrol. patrol report rolls
Copyright {; 1983.2010 the Courier Magazine
24 25 Opyrigm e 1983.20101116Courier-Magazine
SUGGESTED ARMIES AND A POINT SYSTEM UNIFORMS

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.

Zouave Brigade: A collection of Zouave regiments who continued to


sport their flashy Zouave uniforms throughout the war.

Pennsylvania Reserve Division: The only division to keep integrity of


its unit all from a single state. They included the famous Pennsly-
vania "Bucktails" (42nd Pennslyvania).
AVAILABLE FIGURES
Sykes Regulars: This unit was division-size at the "7 Days" bat-
tles. It contained the regular infantry of the United States Army. The Historical information about the "late unpleasantness" is both plen-
troops were renowned for their steadiness and courage. If there tiful and easily obtained in the English language by the American
were more elite troops in the conflict, they existed only in minds gamer. We have included some basic uniform information and
of Southern writers. availability of model armies to aid the beginner in setting up an
army.
CONFEDERATE 25MM
Stonewall Brigade: They earned their name along with their com- Hinchcliffe Models Inc., PO Box 7307, Dallas TX 75209. Hinchliffe
mander at the First Manassas. They were an elite brigade of Shen- makes about 60 castings in large 25mm.
andoah Virginians. At least for a while the Stonewallers were uni-
formed in frock coats of gray, butternut, and even blue, with light Garrison, by Greenwood & Ball Ltd. Available from Soldier World
blue kepis and pants, and white gaiters. USA, PO Box 175, Shrewsbury PA 17361-0175. Garrison carries
about 50 castings in a "true" 25mm.
Texas Brigade: Composed of not only Texans but some razor-backed
Arkansans as well. They called themselves "Lee's grenadier Iron Brigade Miniatures (formerly The Confederals), available from
guards" and deserved the title. This unit is a good candidate for a Iron Brigade Miniatures, 2417 Gladstone Terr, Okla City OK 73120.
"ragged Reb" look, and must always be classed as elites. Another "true" 25mm range of over 140 different offerings.
Barksdale's Mississippi Brigade: A most gallant unit at Gettysburg. 20MM
They should rank at least as veterans.
Stone Mountain Miniatures Inc., Box 33195, Denver CO 80233.
Louisiana Brigade: Commanded in the Shenandoah Valley by Taylor Stone Mountain offers over 200 different castings as well as num
and later by Hays, this was a very tough fighting outfit. While it is erous gaming and scenic aids.
Copyright <£> 1983.2010 the Courier Magazine 28 Copyright f 1983.20101he Courier
29
MFC Plastic Kits. Available at toy stores everywhere. MFC is mar- ARTILLERY
keting the old Airfix Civil War sets at about $2.25 per box of 48 foot
figures. Infantry and artillery are available and a Wild West set of Range Kill/Morale
French 31-40" 0,1/2-4
cavalry. The scale, as we have said, matches both Jack Scruby's 11-30" 0-3/4-7
25mm range and that of Stone Mountain. 0-10" 0-3/4-6

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.

FRANCO-PRUSSIAN VARIANT Artillery Range


Type Close Range Medium Range Long Range
Forces: Both sides used a 3-file deep line so that each base repre- Heavy Artillery 12" 24" 30"
sents 450 men. We suggest an 8 base French Brigade and a 6 base Field Artillery 10" 20" 24"
Prussian Regiment. Cavalry for both sides should be represented at Horse Artillery 8" 16" 20"
about 6 to 8 stands per brigade.
FINAL NOTE
Charts and Quality: French troops roll on the CSA Chart with +1
CV for their heavy cav. French roll for their CO's on the USA Chart. It is the intent of these rules to provide an enjoyable recreation
Prussians roll for their troops on the USA Chart ( + 2 CV for their through the miniature re-creation of history. Remember, they are to
heavy cav), and for their leaders on the CSA Chart. enjoy, not frustrate. Let dice settle disputes, relax, and maybe even
learn a little about how, if not why, our fathers fought so hard in
Movement: Add a listing for Light Cavalry which adds 4" to move- that great conflict which forged this land into one nation. If there are
ment except while dismounted, and a 6" addition on Double-time.
any questions about these rules, please feel free to write: Paul A.
Koch, 25490Cole St., Loma Linda CA 92354
Firepower: All units are considered to be armed with breechloaders.
Copyright C; 1983, 2010 the Courier Magazine
30 31 CopyriQM K 1983,2010 the Cower Maflaan
Unit Organizations of
the American Civil War
by Richard J. Zimmermann

Mustered in June 11. 1861. It consisted of


panies of 1048 men (including 34 in
the band). Present at 1st Bull Hun.

The official organizations for the Union Regular, Union


Volunteer Armies and the Confederate Army that fought
each other during the American Civil War. The organiza-
tions of fifteen historical units with strengths and organiza-
tional peculiarities, plus six selected orders of battle are in-
cluded.
Richard Zimmermann has researched the Civil War in great
detail to give us a precise and comprehensive study on the
period. 72 Pages
Ea.. ..$8.50

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BY PAUL

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