Last Full Measure
Battles of the Civil War
Contents
Introduction
The Playing Pieces
Sequence of Play
1. Movement
2. Road Movement
3. Cavalry Charges
4. Stacking
5. Zones of Control
6. Zones of Influence
7. Artillery Bombardment
8. Combat
9. Voluntary Retreat Before Combat
10. Retreat Combat Result
11. Retreat Before Combat
12. Advance After Combat
13. Multiple Combat Rounds
14. Disorganization
15. Shattered Brigades
16. Effects of Shatter and Disorganization
17. Recovery
18. Cohesion Checks
19. Commanders
20. Command
21. Commander Casualties
22. Regiments and Brigade Integrity
23. Night
24. Breastworks
25. Burning Bridges
26. Reinforcements
27. Line-of-Sight
Introduction
The Last Full Measure series, recreates battles of the American Civil War at a brigade level. These rules apply to all games in the series.
The Playing Pieces
The game counters represent infantry and cavalry regiments, artillery batteries, commanders at the army, corps, division, and brigade levels and various game markers such as disorganization and victory location indicators. Counters have inherent menus that call up replacements for killed army, corps and division commander, shattered and reorganization states for brigades and disorganization for regiments. Artillery may limber or unlimber, cavalry mount or dismount, and leaders may be shown as in command, out of command or self-initiated-command. Other markers are available for building and completed breastworks and burning or destroyed bridges.
Army organization is indicated via Roman numerals, colour coding, and symbols. Union infantry corps are indicated by Roman numerals and symbols, divisions by the colour of their corps symbols and regimental attachments by the name of their brigade commanders. Union artillery assignments are indicated by their corps’ Roman numeral and cavalry by a divisional colour bar and brigade commander’s name. Confederate assignments are indicated by corps Roman numerals, divisional colour bars, and brigade commanders’ names.
Sequence of Play
Each scenario begins with one side going first as stated in scenario rules. On all subsequent game turns the players first conduct an Initiative Phase:
1. Initiative Phase: Both players rolls one die and add to it their current army commander’s command value (CV). The player with the higher total has the initiative and is the phasing or first player. In the case of ties, the commander with the higher CV wins; otherwise, roll again until the tie is broken.
First Player Turn
2. Command Determination Phase: The phasing player determines the command status of their units. A unit in or out of command remains so though-out the turn.
3. Construction phase: The phasing player changes all build markers to breastworks on units that are not in a Zone of Influence (ZOI). New build markers may be placed on units that are not in a ZOI. Place Burning Bridge markers or roll for, and if successful, place Destroyed Bridge markers.
4. Artillery Phase: Both players’ un-limbered artillery units that are not in a ZOC may fire at targets 2 to 8 hexes distant using the Artillery Table. The phasing player fires all his artillery first. All artillery fire effects are immediate regardless of whether the target has had a chance to fire or not. Only the phasing player may choose to limber artillery that did not fire during this phase.
5. Movement phase: The phasing player may move all, some, or none of his units, up to their maximum movement allowance. Cavalry may mount or dismount. Mounted cavalry may conduct charges. Artillery may unlimber at the end of its move. Unlimbered artillery may not move. Reinforcements that are scheduled to enter on this turn are brought onto the map at their designated location and may move. Brigade commanders that do not move and intend to recover eliminated regiments are marked with a Recover marker.
6. Combat phase: Units in an enemy ZOC must attack those units. The phasing player conducts attacks until no units are in a ZOC.
7. Reorganization phase: Both players determine if brigades are shattered due to losses suffered during the turn’s combat. The phasing player rolls to determine if D markers on his units are removed. Brigade commanders may attempt to recover eliminated regiments belonging to their brigades. Shattered brigades that have recovered more than half of their strength remove the shattered marker.
Second Player Turn
The other player now becomes the phasing player and executes phases 2 through 7.
8. Victory Determination Phase: If the turn just completed is the last daytime turn, total the Victory Points and check for victory per the Victory Conditions for the scenario. If either side has not achieved a victory, continue to the next phase.
9. Advance the turn marker: If the next turn is the first daytime turn of a day, advance the day marker as well. Then resume play with the Initiative rolls of the next turn, and so on until the game is concluded.
1. Movement
1. Generally, as a unit moves from one hex to another it expends a movement point for each hex it enters. Certain hexes and hex-sides cost extra movement points to enter or traverse, and some terrain may reduce or negate the cost for the terrain in a hex or hexside. See the Terrain Effect Chart (TEC) for specifics.
2. The movement points available to each unit varies by type:
Infantry/Dismounted Cavalry 5
Artillery 5
Mounted Cavalry 8
Horse Artillery 8
Commanders 8
3. Units may move through friendly units at no cost in movement points and in excess of stacking limits.
4. Artillery must be on its limbered side to move. It may be flipped to its unlimbered side at the end of its movement.
5. Cavalry may change its mode between mounted and dismounted during the movement phase. It may:
Mount or dismount then move, or…
Move then dismount or mount.
It may not both mount and dismount in the same movement phase. When it moves it does so at the rate of its current mode.
2. Road Movement
1. There are 3 types of roads; Pikes, Roads, and Trails.
2. Units utilize road movement by moving along the road, from one hex to another by way of a hexside crossed by that road. Units may use the rate of that road type so long as the unit is not in, nor enters a ZOI. A unit may combine different road types and non-road movement and it may enter a ZOI during its move, but it cannot use road movement rates in any hex that is within a ZOI. A unit that used any road movement rate at all may not enter a ZOC.
3. Roads may negate the effects of other terrain in the hex, even if not using the road movement rate. This is not considered using road movement in the case of entering a ZOC or cavalry charges. See the TEC for specific cases. Optional: Replace rule #3 with: When not using road movement, always count units as moving in the other terrain in the hex. Use Wim’s Terrain Effects Chart.
3. Cavalry Charges
1. During movement, mounted cavalry may move adjacent to and charge an enemy occupied hex. Dismounted cavalry may not charge. Charging cavalry cannot use road movement during the movement phase. Cavalry that has charged may not subsequently enter another ZOC and attack in that turn’s combat phase and should be marked with a Charged marker.
2. Cavalry does not need to be in command to charge. This is an exception to the command rules.
3. Charging cavalry must have enough MP remaining to enter the enemy occupied hex. If it does not, it may not charge. The cost to enter the hex is the hex’s normal full cost in MP including any hexside crossing costs. There is no additional cost for the charge.
4. A charging cavalry stack must have begun the movement phase already stacked together and cannot pick up or drop off regiments during its move.
5. If the charge causes the target to vacate the hex, all the charging cavalry must enter the vacated hex expending the required movement points to do so. If, at this point, it has movement points remaining, it may continue its movement, and even charge another hex, so long as it has the movement points to do so.
6. If the charge requires the target to retreat, they must retreat even if they are in NR terrain such as town or woods hexes.
7. If the cavalry is required to retreat, it may not move any further that movement phase even if it has remaining MP.
8. Cavalry that charged and happens to still be in a ZOC at the start of the combat phase must retreat before combat, even if the enemy hex contains mounted cavalry. It may not attack.
9. To resolve a cavalry charge, compare the highest cohesion rating among the charging stack to the highest rating in the target hex. The difference determines the column used on the table. Where the attacker has better cohesion, the difference is positive, where defender has better cohesion, the difference is negative.
10. The die roll is modified by the factors below. All modifiers are cumulative.
Target is disorganized -1
Target is shattered -2
Charging cavalry is disorganized +1
Across a Steep Slope hexside +1
Into a Breastwork +1
Across a stonewall hexside +1
Across a creek hexside +1
Into a town or woods hex +1
11. At the end of its move, any stack of cavalry that conducted a charge, regardless of the outcome, is disorganized and marked with a D marker.
4. Stacking
1. Up to 16 SP of the same brigade, infantry, or cavalry, may occupy a single hex. Only 8 SP of infantry or cavalry in a hex may participate in combat; attack or defense, but everything stacked in a hex is affected by any combat results against the hex.
2. Up to 6 SP of Artillery can occupy a hex in addition to the infantry or cavalry in the hex. If the artillery unit is naturally more than 6 SP by itself, it may occupy the hex, but no additional artillery may be in the hex with it. Artillery may stack together regardless of the formation they belong to; corps, division, etc. Limbered and unlimbered artillery may be in the same stack.
3. All cavalry in a stack must be either all mounted or all dismounted. A stack cannot be mixed mounted and dismounted.
4. Infantry or Cavalry regiments stacked in a hex together are treated as a single unit for combat. Stacked units cannot attack or defend individually. All stacked regiments must attack the same target hex(s) and all defend as a single unit. Combat effects may affect regiments individually, such as cohesion checks or eliminations, whereby regiments act as step-losses for their brigades.
5. At the end of the phasing player’s movement phase, any of his stacks that are in violation of stacking limits must eliminate SPs in excess of the limits.
Optional: When using any type of road movement, stacking is limited to 8 SPs for infantry, 6 SPs for mounted cavalry and 4 SPs for limbered artillery while on the road.
5. Zones of Control
1. Combat units have a Zone of Control (ZOC) consisting of the 6 hexes surrounding it and the hex it occupies. When referring to a ZOC in these rules, the reference normally means an enemy ZOC.
2. A unit that enters a ZOC must stop moving, and may move no further. (exception; cavalry charges)
3. A unit that starts its turn in a ZOC may leave it but is disorganized and has a D marker placed on it. Exception: The non-phasing player may retreat cavalry, United States Sharpshooters (USSS), and units so designated in that battle’s rules, before combat is resolved without becoming disorganized.
4. A unit that starts its turn in a ZOC may move into another hex in a ZOC of the same or another unit, but must stop, may move no further and is disorganized (D). Cavalry or USSS that retreated before combat into another ZOC also are disorganized (D) in this case.
5. Any unit that has used the road movement rate during any part of its move may not enter a ZOC.
6. Cavalry that has used the road movement rate may not charge.
7. A unit that is not in command may not enter a ZOC. Exception, cavalry need not be in command to initiate a charge.
6. Zones of Influence
1. Combat units exert a ZOI out to a range of 3 hexes and artillery exerts a ZOI out to 5 hexes. The ZOI does not affect hexes that are not in the unit’s LOS. A unit cannot “influence” what it cannot see. A ZOI can be blocked by terrain such as town hexes, woods, and higher intervening elevation. Units, friendly or enemy, do not block a ZOI.
2. The ZOI effects enemy road movement, reorganization, recovery, and construction.
7. Artillery Bombardment
1. Although both players conduct artillery bombardment during this phase, it is not simultaneous. The phasing player conducts all of their artillery fire first. Then the non-phasing player conducts all of their artillery fire from any units that have not been destroyed or retreated (i.e. limbered).
2. Unlimbered artillery that is not in an enemy ZOC may bombard enemy units up to 8 hexes away.
3. Artillery in up to two adjacent hexes may combine fire at the same target hex, provided the range is 2 hexes or greater from each firing hex. All artillery stacked in the same hex must fire at the same target, but not all artillery in a stack is required to fire.
4. Artillery stacked with infantry or cavalry can still bombard.
5. Only artillery able to trace a Line of Sight (LOS) to the target hex can fire.
6. Artillery fire is resolved on the Artillery Table. Artillery uses its normal SP at 2 to 4 hexes range, and half its SP rounded up at 5 to 8 hexes range. The SP of all artillery units bombarding at 5 to 8 hexes range is summed before halving and rounding.
7. Artillery in a ZOC cannot bombard. It must instead use its SP against adjacent enemy units using the standard CRT, adding its strength to any units it is stacked with even if above the 8 SP limit for infantry and cavalry.
8. The results on the artillery table are the number of cohesion checks to be made by ONE target unit chosen by the firing player. The unit’s owner rolls for the unit the number of times indicated. The first failed check results in disruption (D), a second failed check causes the unit to retreat, and a third results in the elimination (rout) of the unit. If the unit was already D at the first test, it retreats instead. The next failed check would eliminate it. Complete all cohesion checks for one unit before resolving the next.
8. Combat
1. All enemy units in a friendly ZOC must be attacked.
2. Not all friendly units in an enemy ZOC need attack provided all enemy units in a friendly ZOC are attacked. Example: Friendly units in hexes A and B both have enemy hex C in their ZOC. The Phasing player opts to attack only with the units in hex B. Hex A is not required to attack so long as C is attacked by someone.
3. A maximum of 8 infantry or cavalry SP plus up to 6 SP of artillery stacked in the same hex may attack or defend together.
4. All units in a hex must abide by the results of the combat even if their SPs were not counted in the combat.
5. A multi-unit stack attacks and defends as a single combined SP. It cannot split its SPs against multiple enemy hexes.
6. If a phasing player’s units find themselves in a ZOC, such as when a defender advances after combat, even if they are not in command or have used road movement, they may attack and even advance after combat. The enemy unit, by advancing and putting the friendly unit in its ZOC has effectively put that unit in command for this combat phase.
7. Units do not have a facing, but units attacked from 3 or more hexes, or from two hexes that are not adjacent, are said to be flanked and receive a negative DRM.
8. Determine the odds on the Odds Determination Table and roll one 6-sided die on the Combat Results Table (CRT) for that combat. Apply the results of the CRT as explained.
9. Combat Die Roll Modifiers. The DRM table on the player-aid card presents all DRMs available to the attacker and defender. The final die result is always the cumulative total of both attacker’s and defender’s DRMs.
Example: A stack of regiments defending in breastworks are attacked by two stacks of units separated by one hex (flanking attack), they are on a higher elevation, but one stack is disorganized, and they have a commander with a command value of 5 stacked with them. The total DRMs are -1 for a flanking attack, -1 for elevation favorable to the attacker, -1 for the commander, +1 for disorganization, and +1 for breastworks. The total result is -1-1-1+1+1 or a -1 net DRM for this combat.
Elimination Priority
10. When a stack is required to take losses because of CRT or Cavalry Charges, the loss must first be a unit with a Cohesion Rating (CR) matching that used in the combat. In an EXC, the defender first chooses which unit with the requisite CR to eliminate. The attacker must eliminate units whose strength points at least match those lost by the defender, and the first unit must have a CR matching that used in the combat. If additional units must be eliminated to at least match the defender’s losses, their CR may be different.
11. Any stack that suffers an adverse combat result (elimination or retreat) by artillery fire, cavalry charge, or regular combat; must roll for each commander in the hex above 1 star, to determine if any become casualties. On a roll of 1, the commander is considered a casualty and is replaced. Replacement commanders cannot be eliminated. Leader elimination may result in a change of “army commander” for the purpose of initiative determination.
9. Voluntary Retreat Before Combat
Any cavalry, USSS, or units so designated by the scenario, which is not stacked with infantry or artillery, and is attacked by a stack not containing mounted cavalry, may retreat 1 or 2 hexes before combat without becoming disordered, unless they retreat into a ZOC. If attacked by any mounted cavalry, the defending units do not have this option.
10. Retreat Combat Result
1. Retreating units must retreat either one or two hexes at the owning player’s discretion
2. The first hex retreated to should be directly opposite and away from the enemy unit’s hex. If there is more than one enemy hex, the retreating player may choose the retreat hex provided it is opposite one of the enemy hexes.
3. A unit may never retreat into a hex in a ZOC if another retreat option is available, even if that contradicts #2 above.
4. If a unit must retreat into a ZOC, it must end its retreat in that hex and becomes disordered (D).
5. A unit that occupies defensive terrain such as woods, sunken road, breastworks, noted as NR on the TEC, is not required to, but may retreat at the owning player’s discretion, unless it was charged by cavalry in which case it must retreat.
6. A unit may retreat off the map. If it does, it may return to the map on the next turn as reinforcement at a hex within five hexes of the exit hex which is not in a ZOC. Its return to the map is delayed by one turn for every five hexes distance from the exit hex.
7. Units may retreat onto friendly units in excess of stacking restrictions. If the stack is attacked in the next round of combat, any strength above 8 is not counted in the defense, but they are subject to the combat result with the other units in the hex. The owning player must make the stack conform to stacking restrictions in his next movement phase or eliminate units in excess of the stacking limits.
8. Units belonging to a shattered brigade are eliminated if forced to retreat.
9. The second retreat hex, if taken, must attempt to move closer to the unit’s brigade commander or end adjacent to a friendly unit of the same brigade.
10. Artillery forced to retreat automatically limbers and remains so throughout the retreat. If its only option is to enter an enemy ZOC not occupied by friends, then it is eliminated.
11. Voluntary Retreat after Combat
1. Retreating units must retreat either one or two hexes at the owning player’s discretion.
2. Units are not normally disorganized by a voluntary retreat.
3. After all units have completed a first round of compulsory combat, the phasing player (i.e. attacker) may voluntarily retreat any friendly units still adjacent to enemy units.
4. The defender may advance friendly units from one adjacent hex into any hex vacated by the defender. This option must be exercised immediately after the defender vacates the hex.
5. After the attacker has completed all voluntary retreats, the non-phasing player (i.e. defender) may likewise voluntarily retreat any of their units that remain adjacent to any attacking units.
6. The attacker may advance friendly units from one adjacent hex into any hex vacated by the defender. This option must be exercised immediately after the defender vacates the hex.
7. Artillery in a ZOC may retreat, but it must limber and may not enter another ZOC unless the hex is occupied by a friendly unit.
8. Units that voluntarily retreat are disorganized if they retreat into a ZOC, except if retreating after having been charged by cavalry.
12. Advance after Combat
1. Infantry and cavalry but not artillery, may advance into a hex that has been vacated involuntarily or voluntarily by enemy units provided the advancing unit(s) participated in combat against the now vacated hex.
2. All advances must be made immediately when available.
3. Any number of units may advance that qualify within stacking restrictions.
4. A unit can advance one hex into the vacated hex or to an unoccupied hex adjacent to the vacated hex as long as at least one unit advances into the original vacated hex.
13. Multiple Combat Rounds
After all combat has been resolved and any retreats or advances conducted, a round of combat has been completed. If, after a round of combat, there are units still in ZOC, another round of combat is conducted. There is no limit to how many rounds of combat can occur in a single combat phase.
14. Disorganization
1. Any regiments or artillery that are forced to retreat by CRT results, fail a cohesion check and cavalry that has charged become disorganized and are marked with a D marker.
2. Disorganization of a single unit causes all units it is stacked with to become disorganized.
3. If a disorganized unit joins a stack, all the units of the stack become disorganized. If a unit joins a disorganized stack it becomes disorganized. Changing the contents of a stack never removes disorganization. A unit that moves through a stack does not become disorganized or cause the stack to become disorganized.
4. A disorganized stack that is forced to retreat looses a unit chosen by the retreating player. The retreating stack remains disorganized.
15. Shattered Brigades
1. Brigades are shattered when they have lost half or more of their total SP. Both players determine if brigades are shattered during the Reorganization phase of each turn. Activate the shattered flag for those that are.
2. All regiments in a shattered brigade are shattered regardless of their distance from their brigade commander.
Recovery
3. Brigades recover from being shattered during night turns and during any reorganization phase that the brigade has recovered enough eliminated regiments to restore its SP to more than half.
New Daily Total Strength
4. After a night turn, a brigade can be shattered again if it loses half or more of its new total strength. During night turns, players should note the new total strength of shattered brigades whose commanders are being flipped back to their normal sides.
16. Effects of Shatter and Disorganization
1. For each attacking hex with disorganized units, 1 is added to the die roll for combat.
2. For each defending hex with disorganized or shattered units, 1 is subtracted from the die roll for the combat.
3. Regiments that are shattered or disorganized may use road movement, paying ½ MP per road hex instead of ¼ regardless of the road type.
4. A shattered brigade cannot enter a ZOC and therefore cannot attack.
5. Shattered units are also considered disorganized.
6. Shattered units that fail cohesion checks are eliminated.
17a. Recover from Rout
1. During any Reorganization Phase that a brigade commander has not moved and is not in a ZOI or ZOC, he may attempt to recover one eliminated regiment of his own brigade.
2. He rolls 1d6 and if the result is equal to or less than the cohesion rating of the regiment he is attempting to recover it immediately returns to play.
3. It is placed in or adjacent to the brigade commander’s hex. It may not violate stacking limits nor be placed within a ZOI or ZOC.
4. If the attempt fails, it may be attempted again on a later turn.
5. Corps, division and/or brigade commanders each attempt to recover one artillery battery.
17b. Recover from Disorder
1. During any Reorganization Phase the phasing player may attempt to rally disorganized units and remove their D markers.
2. A 1dr roll result equal to or less than the unit’s cohesion rating will remove the D marker.
3. When attempting to rally a disorganized stack the die is rolled against the unit with the lowest cohesion value in the stack. If successful, the whole stack is rallied.
4. If an army commander is adjacent to or stacked with a unit that is attempting to recover then the player may choose to roll against the army commander’s CV instead of the unit’s cohesion rating.
5. If a corps or division commander in the disorganized unit’s chain of command is within range (Union 3 hexes, Confederate 5 hexes) then the player may choose to roll against one of those commander’s CV instead of the unit’s cohesion rating.
6. Only a single attempt may be made per hex per reorganization phase.
7. A commander may attempt to rally any number of units within his reorganization range (not ‘command’ range).
18. Cohesion Checks
All combat units have a numeric cohesion rating near their strength number. When a cohesion check is called for, roll one die, if the modified die roll is greater than the cohesion rating of the unit, it has failed its cohesion check.
19. Commanders
Army, Corps, and Division commanders have a Command Value (CV) on their counters. This value is used to determine if that commander’s formation or subordinate commanders are in command each turn and is also the maximum die roll that will remove a D marker during the Reorganization phase.
20. Command
1. With the exception of charging cavalry, a regiment or artillery unit may only enter a ZOC if it is in command.
2. The two armies’ command structures are as follows: At the top, the two opposing army commanders Lee and Meade, followed by their corps commanders (3 stars), division commanders (2 stars) and brigade commanders (1 star) the latter to whom are subordinated the regiments that form most of the game’s counters. Units are marked, and may be color coded, to show where they fall in the command structure.
3. Commanders from the division up have a Command Value (CV) printed on their counter. This value may be used to give a DRM in combat, assist in reorganizing disorganized units, and to determine if the commander may place his subordinates in command. No commander may place his subordinates in command unless he is himself in command.
4. Command Determination
Step 1: The Army Commander (AC) rolls 1d6. If the result is equal to or less than his CV then all of his Corps Commanders (CC) within 8 hexes of the AC are ‘in command’.
Step 2:
(a) Case 1: CC is in command:
Roll 1d6 -1 DRM. If the result is equal to or les than the CC’s CV then his Division Commanders (DC) are ‘in command’.
(b) Case 2: CC is not in command (due to either being >8 hexes away from AC or AC failed his command roll):
Roll 1d6. If the result is equal to or less than the CC’s CV then all of his Division Commanders (DC) within 5 hexes range are ‘in command’.
Step 3:
(a) Case 1: DC is in command:
Roll 1d6 -1 DRM. If the result is equal to or les than the DC’s CV then all of his Brigade Commanders (BC) within 5 hexes range are ‘in command’
(b) Case 2: DC is not in command (due to either being >5 hexes away from CC or CC failed his command roll):
Roll 1d6 +1 DRM for each Shattered brigade in their division. If the result is equal to or les than the DC’s CV then all his Brigade Commanders (BC) within 5 hexes range are ‘in command’.
5. Regiments are ‘in command’ if they are within the 2 hexes of their brigade commander who is ‘in command’ or adjacent to another regiment of its own brigade that itself is in command. A brigade may span more hexes than the brigade commander’s command range and still be completely in command as each regiment passes the word to its neighbor.
6. Regiments belonging to any brigade commander who is not ‘in command’ may not enter an enemy ZOC but defend normally if attacked.
7. Brigade commanders must always be stacked with a regiment of their brigade. If there are none, they are moved to their immediate superior commander’s hex until they manage to recover a regiment from the eliminated units.
8. Artillery units are in command if they are in range of any of their AC or any in-command CC, DC or BC in their chain of command.
9. The two US Sharpshooter regiments, fall under the command of any CC, DC, or BC of their corps. They do not have to be in the command range of the brigade commander, or remain adjacent to units of the brigade they are attached to.
10. Brigade commanders may only put regiments of their own brigade and artillery of their own division, or corps in command.
11. Any commander who is in command automatically places ANY lower ranked commander and any units he is stacked with, in command regardless of command structure and without a die roll. Therefore, Longstreet (ANV I corps 3-star), if in command and stacked in the same hex with Early (ANV II corps 2-star) would place him in command without Early needing to perform a CV roll. Any regiments or artillery in that hex are also in command. Note: adjacent regiments of the same brigade, by virtue of regiments passing command, would then also come under command and so, potentially, the whole brigade could be in command. Had Longstreet not been in command for whatever reason, Early would still roll for his normal command acceptance if in range of his commander, or his own initiative, if not. Command can be traced through a ZOI, but cannot be traced through a ZOC unless the hex is occupied by a friendly unit. It can be traced into a ZOC.
12. Command only affects whether a unit may enter a ZOC, ie attack, and nothing else. You therefore only need to roll and determine command for those units you intend to have attack.
13. When the army commander is not on the map, the highest ranked (stars) commander on the map acts as the army commander at the command range of an army commander (8 hexes); unless the scenario specifies otherwise. He rolls against his own CV to start the command chain just as the army commander normally would. The lowest numbered corps commander outranks other corps commanders. If no corps commander is on the map the highest ranked (stars) commander on the map that is the closest to an enemy unit on the first turn acts as the army commander. Acting army commanders function as such until they are relieved. They are relieved when they are in the command range of a ranking commander or the actual army commander who then takes over command. For example: At the start of the battle of Gettysburg, Buford (2 stars) is the ranking Union commander on the map. Reynolds (3-stars) will take over once Buford is in his command range. Likewise; Heth (2-star III corps) is the acting army commander for the Confederates until his corps commander, Hill (3-star III corps), takes over command. Ewell (3-star II corps) will take over command from Hill as the lower numbered corps commander, but not until Hill comes under his command range. Until then, Hill will retain command. When Lee arrives on the map and brings the then acting army commander into his command range, he will assume command of the army.
21. Commander Casualties
1. If an army, corps, or division commander is in a hex that suffers any adverse effect (retreat or elimination), roll one die. On a roll of 1, that commander is a casualty and flipped to his replacement side.
2. On any other roll, or if the commander is a brigade commander, he is unaffected. If a commander is in a hex alone after combat, move him to the nearest unit of his command, or to the hex of the commander that is his immediate superior on the map.
22. Regiment and Brigade Integrity
1. Regiments must be stacked with, or adjacent to, another unit of their brigade. If they are not, they must move at their earliest opportunity to be stacked with, or adjacent to, another unit of their brigade. If they are the only unit of their brigade, the brigade commander must be stacked with them.
2. If a regiment enters as a reinforcement separate from its brigade, unless noted by the scenario rules, it should move to join its brigade by the fastest means possible.
3. Detached Regiments are an exception to the above. A player may detach a regiment from a brigade by placing a DETACHED marker on it during command determination. Brigades need not be in command to detach regiments. DETACHED markers may be removed at any time. DETACHED markers are automatically removed if the regiment enters the command range of its own brigade commander. Any regiment without a DETACHED marker must move to rejoin its brigade as noted above. Detached regiments may move freely, but are not in command, and may not enter a ZOC. Detached regiments may only be in-command if stacked with an army, corps, or division commander in the regiment’s chain of command. (Useful to threaten lines of supply & communication & for defence but not for attack as cannot enter ZOC)
23. Night
1. There are normally 2 Night turns.
2. During the night turns, combat is not allowed and no unit may enter a ZOC. There is therefore no need for command determination.
3. If, somehow, a unit starts a night turn in a ZOC it must retreat without entering into another ZOC. It does not become disorganized.
4. At the start of the first night turn, before commencing any other activities; both players remove all disorganization and shatter markers and take note of the on-map strength of shattered brigades as their new total strength.
5. There are no ZOI during night turns.
6. Only road movement or regular movement along roads is allowed during night turns unless the move is a retreat from a ZOC.
7. At the end of the last night turn, before commencing the first following daytime turn, all recoverable eliminated units (in the routed pool) are moved to the permanently eliminated (cemetery) pool and are no longer available to be recovered. If at this time a brigade has no regiments on the map, the brigade commander is removed from play and that brigade is destroyed.
24. Breastworks
1. Breastworks may be built in any hex by infantry, dismounted cavalry, or artillery. In the case of artillery, breastworks basically represent lunettes. Construction of breastworks is a two-step procedure.
a. One unit in any state of organization which has been designated to build breastworks must occupy the hex where the breastworks are to be emplaced at the start of the turn. During the Organization and Breastwork Phase, a build marker is placed on the unit. The unit cannot move that turn – including retreats, and artillery engaged in construction cannot bombard.
b. During the Construction Phase of the next turn, the build marker is replaced with a breastwork. A unit (not necessarily the same unit) must remain in the hex also during this turn.
2. Once emplaced, a breastwork gives a +1 DRM to any combat that involves any units defending in that hex except mounted cavalry.
3. Town and sunken road hexes are considered to be permanent breastworks throughout the game.
4. Stonewalls are much the same as breastworks, but only affect combat across that hexside. If a breastwork is built in a hex behind a stone wall, the stone wall DRM is ignored.
5. Breastworks can remain in place unoccupied although a unit that occupies it may choose to remove it by ending its movement phase in the hex.
6. Breastwork removal only takes place at the end of the movement phase. Both players may use any breastwork regardless of who built them.
7. Breastworks have no facing and function regardless of the direction of attack. Attackers still get a DRM for flanking attacks even when the defender is in breastworks.
8. There is no limit as to how many breastworks there can be on the map.
9. If a unit is forced to retreat during the build phase of breastwork emplacement, that build is canceled. If the unit is forced to retreat during the second phase of emplacement, the breastwork is still considered emplaced.
10. A unit cannot complete a breastwork while in a ZOI. If a build marker comes under a ZOI the build marker is left in place but the breastwork cannot be completed until the ZOI is removed.
25. Burning Bridges
Most bridges on the map may be destroyed by burning. Either player may burn a bridge by placing a unit with at least 1 SP in either one of the two hexes bordering the bridge hexside. In the Construction Phase of the player’s turn, place a Burning Bridge marker on the unit. During the next Construction Phase replace the Burning Bridge marker with a Destroyed Bridge marker if the unit has not moved and passes a Cohesion check. If the unit is in a ZOI or ZOC, modify the Cohesion die roll with +1 DRM. If it is raining there is an additional +1 DRM.
26. Reinforcements
1. The Order of Appearance (OOA) chart for each side indicates where and when reinforcements arrive.
2. Units designated to arrive do so at the edge of the map on the road named on their OOA.
3. Some units have already used some movement points to reach the map edge. Their remaining movement allowance is indicated on their OOA as ‘3mf’. They regain their full movement allowance on subsequent turns. These units are considered to have used road movement and may therefore not enter a ZOC.
4. Reinforcements may enter stacked up to the stacking limit or optional stacking limit for road movement.
5. When a unit, or stack, enters, it must count the first full hex it enters as part of its move. If more than one unit, or stack, is entering during that turn on the same road, with the same movement allowance, it must do so in a column so that each stack moves one space less than the unit preceding it. For instance: a unit enters with 5 movement points using road movement, or 20 road movement points \; the next stack is considered to have 19 road movement points, the next 18, and so on.
6. A unit may enter using normal movement or it may use road movement if there is no ZOI covering the entry hex.
7. If an entry hex is blocked by enemy units or enemy ZOC, units may delay entering. For each turn delayed, a unit may enter up to 5 hexes away from their designated entry point.
27. Line-of-Sight
Line-of-sight (LOS) is the ability of a unit in one hex to see an enemy unit at two or more hexes distant. It is important when determining whether an enemy unit is in a ZOI or can be fired at by artillery. The line of sight is determined by counting the shortest, straightest path of hexes from the friendly unit’s hex to the target hex. There may be more than one path that qualifies. If all of the shortest paths pass through an obstruction hex as listed below, then the line of sight is blocked. If all possible paths are free of obstructions, the LOS is clear. If some, but not all paths are obstructed, the LOS is partially obstructed. (Optional Rule: LOS is traced from the mid-point of the viewer’s hex to the mid-point of the target hex using the LOS thread provided by the Vassal module.)
Obstructions are:
1. An elevation level higher than both the firing AND the target hex.
2. An elevation level the same as the firing hex if the target is lower.
3. An elevation level the same as the target hex if the firing hex is lower.
4. A town increases the elevation of its hex by one.
5. Woods increases the elevation of its hex by one.
6. A friendly unit increases the elevation of its hex by one for LOS determination but not for ZOI determination.
7. If the target hex itself is woods or town, the LOS is partially obstructed.
8. Orchards, clumps of trees, individual trees, and individual buildings do NOT block line of sight.
Copyright 2017-2020 by Gerald Todd
Artwork by Gerald Todd
Playtesting: Gerald Todd, Tim Smith, and the Annapolis-Area Gaming Club
Thanks to:
Tim Smith, Rick Barber, Jeff Capuano, & Tom Crispin for their input and contributions.
Some editing to this document for Vassal compatibility, clarity and optional house rules by Wim Oudshoorn in 2020.