antietam; maryland, september 17, 1862 rulebook maryland, september 17, 1862 and cedar creek; ......

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Antietam; Maryland, September 17, 1862 and Cedar Creek; Virginia, October 19, 1864 . Introduction ................................................ 2 2. Components................................................ 2 3. Sequence of Play ........................................ 3 4. Activation ................................................... 4 5. Leadership .................................................. 5 6. Movement .................................................. 5 7. Facing ......................................................... 6 Table of Contents 8. Combat ....................................................... 7 9. Artillery Fire............................................... 7 0. Charge ........................................................ 8 . Combat Results .......................................... 2. Cavalry .......................................................3 3. Night ...........................................................3 4. Refitting Glory I .........................................4 RULEBOOK A RICHARD H. BERG Game Design A GMT GLORY Series Game

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Glory III �

© 2007 GMT Games and Richard H. Berg

Antietam; Maryland, September 17, 1862 and Cedar Creek; Virginia, October 19, 1864

�. Introduction................................................22. Components................................................23. SequenceofPlay........................................34. Activation...................................................45. Leadership..................................................56. Movement..................................................57. Facing.........................................................6

Table of Contents

8. Combat.......................................................79. ArtilleryFire...............................................7�0. Charge........................................................8��. CombatResults..........................................���2. Cavalry.......................................................�3�3. Night...........................................................�3�4. RefittingGloryI.........................................�4

R U L E B O O KA RICHARD H. BERG Game Design

A GMT GLORY Series Game

Glory III2

© 2007 GMT Games and Richard H. Berg

1. INTRODUCTION Thisisthe3rd,andrevised,editionoftherulesfortheGlorygamesystem,asystemthatemphasizesaccessibilityandplayability.Givenachoicebetweenthosetwoandstricthistoricity/reality,wehavetendedtogowiththeformer.

2. COMPONENTS ThecomponentlistforeachgameintheseriesappearsintheBattle Book. The following is applicable to all such compo-nents.

2.1 The MapThegamemapscovertheareaoverwhichthebattleswerefought.Themapisoverlaidwithagridofhexagons—hexes—thatareusedtoregulatemovement.Thevarioustypesofterrainrepre-sentedarediscussedintherules,below.

2.2 The Counters Glory III contains three different types of Combat units: thelarge, 9/�6” (5/8” in theoriginalGlory andGlory II: Across the Rappahannock)countersaretheinfantry;thesmaller,�/2”countersrepresentcavalryandartillery.Theyareallcolor-codedforeaseinidentifyingtowhichcommand(see2.4)theybelong.Allcombatunitsareprintedonbothsides;thereverseshowstheunitina“Disordered”state,exceptforcavalry,whosereversesidecanbeitsdismountedstatedependingonthebattle.

TheActivationMarkers(4.�)indicatetheCommandtobeacti-vatedandthebattletheyapplyto.SomeAMshavespecialuses,discussedin4.�,etseq.,andtheBattlerules.

2.3 The Die The game uses a ten-sided die to resolve combat. A ‘0’ is a“zero”,nota“ten”.

‘a’unitinKershaw’sBrigade

DivisionCommanderCombatStrength

Cohesion

Activation MarkerIndicator:ICorpsAppears only inChancellorsvilleMovementAllow-ance

FullStrengthInfantryUnit

DisorderedIndicator

DisorderedCohesion

DisorderedInfantryUnit

FitzLee’sBrigade,‘a’battalion

ChargeStrength

MountedCohesion

ActivationMarkerIndicator:StuartAppearsinbothC’ville&Fred/burgMountedMovementAllowance

MountedCavalryUnit

DismountedCom-batStrength

DismountedCohe-sion

DismountedMove-mentAllowance

DismountedCavalryUnit

Command:HaysatFred;TyleratC’ville

ActivationIndicator:ArmyReserve

FireStrengthDRM

AppearsinbothC’ville&Fred/burg

MovementAllowance(Yellow=HorseArty)

FullStrengthArtilleryUnit

Range:MediumCohesion

DisorderedIndicator

NoFireStrength

DisorderedArtilleryUnit

DisorderedCohesion

NameAppearsonlyinChancellorsville

Rank

Division/CorpAM

CommandRange

CombinedActivationRating

MovementAllowance

LeaderUnit

Commander’sName

Chancellorsvilleonly

Corps

ActivationDierollRange

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© 2007 GMT Games and Richard H. Berg

2.4 Definitions and Abbreviations Awarenessofthefollowingtermswillhelpasyoureadthroughtherules:

AM=AbbreviationforActivationMarker,discussedin4.�.

CCDR=CohesionCheckDieroll(orsimply“cohesioncheck”),adierollmadeagainstaunit’sCohesionratingtoseewhethersomething happens; cf. Charge Results, Rallying, DefensiveFire,etc.ACCDRisfailedifafteranyapplicablemodifiersitexceedstheunit’sCohesionrating.AseparateCCDRismadeforeachaffectedunit.

Cohesion=Aunit’sabilitytowithstandtherigorsofcombat.

Combat Strength = A unit’s ability to engage in combat, anumberbasedonhowmanymenarepresent.See�0.23.

Combat Units=Artillery,cavalryandinfantrycounters.LeaderandmarkercountersarenotCombatUnits

Combined Activation (CA)=TheabilitytousemorethanonecommandinanAMatthesametime;see4.25.

Command=Agroupofcombatunitscontrolledbyoneleader.ThisalsoonoccasionreferstoalloftheLeadersandCombatUnitsthatcanbeactivatedbyagivenAM.

DF =DefensiveFire.

DR=Dieroll

DRM=DierollModifier,anumericaladjustmenttotheDR.

May=Theword“may”meansit’suptotheplayer,asopposedto“must”,whichinvokessomethingmandatory.

Stack=WhencapitalizedthisreferstoalloftheCombatUnitslocatedwithinagivenhex.Thus,forgamepurposes,a“Stack”couldconsistofasingleCombatUnitnotstackedwithanyothers.Insuchacase,thatunitisconsideredthetopunitinthat“Stack”andthereisnobottomunit.

Withdrawn=Whathappens toaunitwhenitcanno longerwithstandtherigorsofcombat.

2.5 The Scale Each infantry and cavalry unit contains around 200 men perstrengthpoint,withdismountedcavalryunits’ strengthbeingadjustedinmanycasesforweapontypesandtacticalcapabilities.EachartilleryfireSPrepresentsabout3–4guns.MapscalesaregivenintheBattleBook.

Design Note: The artillery units included in the original Glory represent 2–3 guns per SP. See 14.11 in regard to using these artillery units when playing the original Glory scenarios with this 3rd edition of the Glory series rules.

3. SEQUENCE OF PLAY Eachgame-turnfollowsasetsequence.However,themove-mentofindividualunitsissomewhatrandom,dependentuponwhentheirActivationMarkersaredrawn.

Play Note: Some battles may add a segment to the basic Se-quence; see the Scenario Rules in the Battle Book.

A. INITIATIVE DETERMINATION PHASE1.Rollthedietoseewhogoesfirst.(5.2)2.InitiativePlayerchooseswhichCommand(AM)willstart

theturn,holdingoutoneofthatCommand’sAMsforthefirstActivation.(4.2�)

B. MARKER SELECTION PHASEPlaceallotherActivationmarkersforcommandsthatareei-theronthemaporscheduledtoenterthatturninThePool.

C. ACTIVATION PHASE1.DrawActivationMarkerfromPool.(Exception:3.A.2)2.ActivationSequence:

a.CommandActivationSequence(4.24) i.CombinedActivationattempt(4.25)

ii.ArtilleryFire(9.0) iii.UnitsMove(exceptforfiringartillery)(6.0) iv.Infantry/ArtilleryDefensiveFire(�0.3) v.Infantry/CavalryCharge(�0.2) vi.Rally(forDisorderedunitsthatdidnone oftheabove)(��.5) vii.Remove“ArtilleryFired-NoMove”and “NoRally”markers.

Repeat the Command Activation Sequence “2.a” (Steps i through vii) until the Command of each Leader activated by the current AM has completed its activation.

b.Remove“ArtilleryReturnFired”markers.

c.SetasidetheAMdrawnforthatPhase.

Repeat the Activation Phase “C” until there are no markers left in the Pool. When finished with all Activations go to the Recovery Phase “D.”

D. RECOVERY PHASE 1.AllunitsintheRecoveryBoxmaycheckforReturntothe

game(��.6)2.AllunitsintheWithdrawnBoxaremovedtotheRecovery

Box.

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© 2007 GMT Games and Richard H. Berg

4. ACTIVATION 4.1 Activation Markers (AMs) (4.��)Activationmarkersareusedtodeterminewhichplayermay “go”, and what units he may then use. Each ActivationMarker (AM) represents the superior Command level for aparticularunit,orgroupofunits,asindicatedonthe2ndlineofeachcounter.

Play Note: Some AMs activate the units of one Leader, some AMs activate the units of all Leaders in a corps. Each scenario has a set of specific rules.

Example: The Antietam AM for Franklin/VI Corps would apply to—and activate—all Union units whose Activation Indicator is “VI”.

(4.�2) All Commands have two AMs. There are, however,severalexceptions,whicharecoveredinthescenariorulesintheBattleBook.

4.2 How AMs are Used (4.2�) Unless otherwise indicated in the scenario rules, eachCommandthathasatleastoneCombatUnit,eitheronthemaporavailabletoenterasareinforcement,willhavethatCommand’sAM(s)availableforthatturn.MostCommandshavetwoAMs;somehaveoneforspecificturns.TheInitiativePlayersecretlyselectsoneofhisavailableAMsforuseasthefirstCommandtoactivatethatturn.Then,allotheravailableAMschosenbyeach player to be played this turn are secretly placed in anopaquecup (or similarcontainer)—ThePool—in theMarkerSelectionPhase.

Play Note: A player may choose each turn to place any or all of his available AMs into The Pool.

(4.22)InthefirstsegmentoftheActivationPhaseaftertheInitia-tivePlayerhasgone,oneoftheplayers(itdoesn’tmatterwhichplayer)draws,randomlyandblindly,oneAMfromThePool.ThatAMdesignateswhichcommand’sunitsareactivated.Onlyunitsfromthedrawncommandmaybeactivated.

(4.23)WhenanAMisdrawn,theactivatedunitsofthatCom-mandmayMoveandengage inCombat.DisorderedunitsofthatCommandwhichneithermovenorengageincombatmayattempttoRally.

(4.24)AlltheunitsunderthecommandofasingleLeadermustfinishalltheirmovement/combat/rallyingbeforethoseofanotherLeadermaydoso.UnitsofdifferentLeadersmaynotbecom-bined,unlessthePlayerattemptsaCombinedActivation.

(4.25)COMBINEDACTIVATION:WhenthereismorethanoneLeader/CommandactivatedbyanAM,theplayermaychoosetoattempttocombinemorethanoneofthoseCommandssothathemaymove/fight/rallywiththeunitsofallchosenCommands,ratherthanoneatatime,asin4.24.Toattemptthis,theplayerchooseswhichLeaders’CommandsunderthatAMhewantstocombine;eachselectedLeadermustbewithin theCommandRange(usetherangeofeitherLeader)ofatleastoneoftheotherselectedLeaders.TheplayerthentotalstheCombinedActiva-tionRatingsofthechosenLeaders.HedoesnothavetoselectallLeadersunderthatAM.Hethenrollsthedie,comparingittothetotaloftheCombinedActivationRatings(i.e,totalCA):

• IfthedierollishigherthanthetotalCA,theunitsofthoseLeadersmayallmove/fight/rallyasone (althoughstackingrulesstillapply).

• IfthedierollisthesameasorlowerthanthetotalCA,theunitsofthoseLeadersmaynotcombine;theyoperateunder4.24.Moreover,theyallactasiftheyareOutofCommandforthatActivation(5.�3).

Example: Cedar Creek: The Union Player has drawn his VI Corps AM, and he wishes to combine the divisions of Getty (CA of 2) and Ricketts (CA of 2). The total CA is ‘4’, so he would need a DR of 5 or more to combine. If he rolls a ‘4’ or less, all of Getty’s and Ricketts’ units are Out of Command.

(4.26)WhenalltheCommandsofthedrawnAMhavefinishedtheiractions,thatAMissetasideandaplayerdrawsanotherAM,repeatingthe4.23process.

Questions?Doyouhaveanyquestionsaboutplay?Wantaquickanswer?WecanbereachedontheInternetatwww.GMTgames.comoratwww.Comsimworld.com

Or,wecanalsobereachedat:

Designer:[email protected]:[email protected]:[email protected]

Ifyou’rewillingtowait,sendyourquestionsandaself-ad-dressedstampedenvelope,to:

GMTGamesATTN.:GloryIIIPOBox�308Hanford,CA93232

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© 2007 GMT Games and Richard H. Berg

5. LEADERSHIP 5.1 Leaders and Command Control (5.��)LEADERSINGENERAL:EachsidehasLeadersthatcommandgroupsofcombatunits,usuallyabrigadeordivision,dependingonthebattleandtheside.TheLeadersmaybeatthesamelevelofCommandastheAM(e.g.,bothsidesatMonocacyJunction),ortheymaybeatonelevellower(e.g.,thedivisioncommandersatAntietam,wheretheAMareatCorpsLevel).LeadersarenotcombatunitsanddonothaveaFacing(7.��).

(5.�2)LeadershavethreeRatings:

• CommandRange;see5.�3.• CombinedActivation;see4.25• MovementAllowance;see6.��.

(5.�3) COMMAND RANGE: The Command Range is usedtodeterminewhetherthatLeader’scombatunitsareInorOutofCommand.RangeiscountedinMovementPoints(notjusthexes);thoseMPcostsaredeterminedundertheLeadercolumnontheTerrainChart.• UnitsthatstarttheiractivationwithinaLeader’sCommand

RangeareInCommandandcanfunctionatfullefficiency;theyarenotrestricted.

• UnitsthatstarttheiractivationoutsidetheLeader’sCommandRangeareOutofCommand;theymaynotmoveadjacenttoanenemyunit.Iftheystarttheturnadjacent,theyarefreetodowhattheywant(otherthanmovingadjacent).

• CommandRangeiscountedfromLeadertounit.ItcannotbetracedthroughenemyCombatUnits.ItmaybetracedadjacenttoenemyCombatUnits. Pike/Road/Trailcosts(6.22)can-notbeusedfortracingcommandinhexesadjacenttoenemyCombatUnits.

(5.�4)UnitsoutsidetheirLeader’sCommandRangebutadjacenttoaunitfromthesameCommandthatisInCommand,aretreatedasbeingInCommand.NotethatthisruleallowsachainofunitstobeInCommandaslongasoneunitinthechainiswithintheLeader’sCommandRange.

(5.�5)Leaderscannotbekilled.If“attacked”(anenemyunitseekstoenterahexcontainingonlyaleader),simplymovethemintoavacantorfriendly-occupiedhex.Ifallofaleader’sunitsareWithdrawn/Eliminated,removetheleader(��.6�).

5.2 Initiative(5.2�)IntheInitiativeDeterminationPhase,eachplayerrollsthedie.IftheTurnRecordTrackindicates,headdstothedierolltheDRMindicated.HightotalhastheInitiativeforthatturn.Ifthereisatie,neitherplayerhastheInitiativeandallavailableAMsselectedbyeachplayergointoThePoolandPhase3.A.2isskipped.

(5.22)Incertainturnsofsomebattles,oneplayerisgivenauto-maticInitiative;seetheBattleBookfortherules.

(5.23) The Player with the Initiative may pre-select (choosespecifically)theAMhewantstostartthatturn.

6. MOVEMENT 6.1 Movement in General (6.��)MOVEMENTALLOWANCES:EachunithasitsbasicMovement Allowance (MA) printed on its counter. When aCommandisactivated,eachunitinthatCommandmaymoveup to itsprintedMA.Unitsmayalwaysmove less than theirprintedMA.

(6.�2)PROCEDURE:Allunitsmoveseparatelyandindividu-ally,eveniftheystartstacked.Asaunitmovesittracesapathof contiguoushexes through thehexgrid,paying thecostofeachhexentered.Youmustcompletethemovementofoneunitbeforemovinganother.ACombatUnit’sFacing(7.�)hasnoeffectonhoworwhereitmaymoveunlessitisstackedwithanotherCombatUnit(7.�).

(6.�3)EXTENDEDMOVEMENT:Anyunit, except fordis-mountedcavalryandanyDisorderedunit,mayuseExtendedMovementatanytime,aslongastheunitdoesnotstartormovewithintwo(2)hexesofanenemyCombatUnit.Ifitwishestomovecloser(oradjacent)toanenemyCombatUnititmustuseitsnormalMA.DismountedcavalryandDisorderedunitsmaynotuseExtendedMovement.WhenusingExtendedMovement:

• InfantryincreasesitsMAbytwo(+2)• RegularArtilleryincreasesitsMAbythree(+3)• Cavalry,HorseArtillery,andLeadersincreasetheirMAby

four(+4)

Play Note: A unit can use only one type of Movement during any given AM. It cannot start using Extended and then switch to Normal.

(6.�4)ENEMYUNITS:Unitsthatmoveadjacenttoanenemycombatunitmustceasemovementfortherestofthatactivation,unlessthehexsideseparatingtheopposingunitsisnotcrossablebyeither.UnitsthatstarttheiractivationadjacenttoanenemyCombatUnit,wherethehexsideseparatingtheopposingunitsiscrossablebyeither,maymove,buttheymuststopassoonastheyenteranotherhexsoadjacent.Aunitmaynevermoveintoorthroughahexcontaininganenemycombatunit.

6.2 Movement and Terrain (6.2�)MovementPoint(MP)costsdependonunittype;seetheTerrainEffectsChart.AmovingunitmusthaveenoughMPstopaytheterraincostofenteringahex;ifitdoesn’t,itmaynotenterthathex.

Play Note: Horse artillery uses the MP costs under the Artillery column. It also has the ability to Retreat before Charge (10.27) as cavalry.

(6.22)PIKES,ROADSANDTRAILS:UnitspaythePike/Road/TrailcostiftheyareenteringthathexfromahexcontainingaconnectingPike/Road/Trailhex;otherwise,theypaythecostoftheotherterraininthehex.UnitsmaynotusePike/Road/Trailcoststomoveadjacenttoanenemycombatunit;theymustusetheMPcostofthe“other”terraininthehex.Pike/Road/Trailsnegate/reduceelevationcostsjustliketheynegate/reduceotherterraincosts.

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© 2007 GMT Games and Richard H. Berg

(6.23)TRAILS:ThecosttouseTrailsisone-halfofthecostoftheotherterraininthehex,roundingup.Thus,anartilleryunitthatwouldnormallypay3MPstoenteraWoodshexwouldpay2MPstouseatrailthroughthewoodsand�MPforaTrailinaClearhex.

(6.24)RIVERS,CREEKSANDSTREAMS:Certainriverhex-sidesarenotcrossable,exceptbyFordorBridge.Seethevariousbattlerules.RoadsorTrailsdonotnegatethecostofcrossingstreamsorcreeksunlessabridgeorfordsymbolispresent.NotethatFordsandBridgeshavetheirownMPcosts.

6.3 Artillery Movement (6.3�)ArtilleryunitsmayeitherMoveorFireduringasingleactivation;theymaynotdoboth.

(6.32) Artillery may not move adjacent to an enemy combatunit,unless:

• Thereisalreadyaninfantryorcavalryunitinthathex(asper6.�2,theymaynotmovetogether),or

• Thehexsideseparatingtheopposingunitsisnotcrossablebyeither.(Suchasanuncrossableriverhexside).

6.4 Stacking (6.4�)Stackingreferstohavingmorethanoneunitinahexatanyonetime.Thebasicruleis:onecombatunitperhex.However:

�.Oneartillery(regularorhorse)unitmaystackontopofoneinfantry/cavalryunit.

2.Twoartilleryunits(regularand/orhorse)maystacktogeth-er.

3.Twoinfantryunits,ordismountedcavalryunits,withthesameLeader(secondlineofthecounter)maystacktogether.

4.Leadersandinformationmarkersstack“freely.”

(6.42)Stackingrestrictionsapplyatalltimes,evenduringmove-ment.However:

• Oneunit, at a time,maymove throughahexcontainingasingle,friendlyartilleryorcavalryunitatnoadditionalcostinMP.

• Oneunitmayalwaysmovethrough(notstayinthehexwith)another,single(friendly)infantryunitbypaying+�MP(inadditiontoterrain)todoso.Itdoesnotpaythiscostifitisgoingtostayinthehex,ifallowedasabove(6.4�).

• Leaders never pay any MP to move into or through anyunits.

(6.43)Aninfantryunitmovingintoahexwithanotherinfantryunit,wherestackingisallowed,isalwaysplacedatthebottomoftheStack.ThatordermaybechangedonlyasaStack’sentireMovementduringitsactivation.Thesameappliestodismountedcavalryunitswhentheyareallowedtostackwithanotherdis-mountedcavalryunit.

6.5 Reinforcements (6.5�)Reinforcements,wherecalledfor,enterthegamewhentheirAMisdrawn.(Thus,theirAMsareavailableontheturntheyarescheduledtoenter).Theyenter,byCommand,throughtheEntryhexstatedinthescenarioasiftheywereina“column”extendingoffthemap:thesecondunitinthatCommandpaysthecosttoenterplusthatofthefirst,etc.IfthereinforcementsareenteringthemapusingnormalmovementorExtendedMovement(6.�3),theymaystackintheoff-map“column”withintheboundsofnormalstackingrules(6.4).Iftheentryareaforagroupforreinforcementsconsistsofmultiplehexesthatareadjacent,thegroupofreinforcementsmaysplittheirentrybetweenthevari-oushexesofthatentryareainanymannerthecontrollingplayerdesires.Intheeventtherearemultipleentryareasavailableforagroupofreinforcements,theplayercontrollingthegroupofreinforcementschooseswhichentryareawillbeused.AllunitsandLeadersofagivenreinforcementgroupmustenterthroughthesameentryarea.

(6.52)ReinforcementsunabletoenterunderoneAM(usuallynoroom,toomanyotherunitsinfrontofthem,etc.)simplycomeinthenextAMforthatCommand.ReinforcementsmaynotbevoluntarilydelayedunlesstheBattlerulesspecificallyallowit.

(6.53)NounitmayenterorChargeanyenemyEntryHexuntilafterallenemyreinforcementsthatcanenterthroughthatEntryHexhaveenteredthegame.

7. FACING 7.1 Facing in General(7.��)Allcombatunitsmustbefacedinahexsothatthetopoftheunit(thesidewithitsunitname)facesalongoneofthehex-sides,asbelow.Allunitsinahexmustbefacedthesameway.ThefacingofstackedunitsmaybechangedastheStack’sentireMovementduringitsactivation.ThethreehexestothefrontarecalledtheFrontalHexes,thosebehind,theRear.

Front

FrontFront

Rear

Rear

Rear

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(7.�2)Facinghasnoeffectonmovement,andaunitisfreetochangeitsfacingatanytimeduringandattheendofmovement.Unitsdonothavetobefacingaparticularhextoenterthathex.However:

•IfanartilleryorinfantryunitbeginsmovementstackedontopofaninfantryunitandwishestoexitthehexintoaRearHex,theunitmustpayanadditionalMPtoexitthehex.

•Ifan infantryunitbeginsmovement stackedunderanotherinfantryunitandwishestoexitthehexintoaFrontalHex,theunitmustpayanadditionalMPtoexitthehex.

(7.�3)UnitsmayChargeorFireonlythroughtheirthreefrontalhexes.

(7.�4)Activatedartillerycanchangefacing(withoutleavingthehex)andFireinthesamephase.TheymayalsochangefacingonehexsidetoReturnFire(9.�3).However,anartilleryunitmayneverchangeitsfacingusingeitherofthesetwomethodswhenitisstackedwithaninfantryorcavalryunit.Furthermore,anartilleryunitstackedwithanotherartilleryunitmaychangefacingusingoneofthesetwomethodsonlyifitisusingCombinedFire(9.3)inwhichcasethetwoartilleryunitschangefacingtogether.ArtillerymaynotchangefacingtoDefensiveFire(�0.3).

8. COMBAT There are three types of combat: Artillery Fire, Charge andDefensive Fire. Infantry and cavalry Charge; artillery cannotCharge—theyFire.Defendinginfantry,dismountedcavalry,andartillerythatarebeingchargedmayuseDefensiveFire.

Design Note: Most combat in the Civil War consisted of short-range firefights. Charging and engaging in face-to-face, hand-to-hand melee was, while not rare, somewhat unusual— more so as the war progressed. The game term “Charge” covers all of this in one handy die roll (plus the defending unit’s reaction).

9. ARTILLERY FIRE 9.1 In General(9.��)RANGE:Therearethreetypesofartilleryunits,delin-eatedby range:Short (S),Medium (M), andLong (L).Eachtypehasthecapabilityoffiringattargetsthataremorethanonehex away, but the allowable distance differs by type. As pertheArtilleryRangeChart,thefartherawayatargetis,themorenegativetheDRM.

(9.�2) WHEN: Artillery units may Fire once when activated(ActivationFire).TheymayReturnFire(9.�3)onceduringeachenemyActivationPhase(i.e.,onceperenemyAM).TheymayalsouseDefensiveFire(�0.3)(againstany,some,orallunitschargingit)onceduringeachenemyActivation(i.e.,onceperLeader/CommandorCombinedActivation).However,Disor-deredartillerymaynotfire.

(9.�3)RETURNFIRE:Artillerymayfireatanenemyartilleryunitthathasfiredatitinthatphase,butonlyonceperenemyActivationPhase,regardlesshowmanytimesitisfiredat.Re-turnFireisconsideredtotakeplacesimultaneously.Resultsareappliedafterallunitshavefired.ReturnFireaffectsallunitsinthetargetedartilleryunit’shexifthoseunitscanbeaffectedbyArtilleryFire(9.22).

Play Note: When being charged, artillery uses Defensive Fire; see 10.3. This is not Return Fire, so an artillery unit fired at by an enemy battery may Return Fire and then may use Defensive Fire if charged.

9.2 Procedure(9.2�)ArtillerymayFireatanytargetwithinitsRangeandLineofSight.Artilleryfiringatarangeoftwohexesormore—countedfromgunstotarget,notcountingthehexthefiringunitisin—canfireonlyiftheycanseethetarget(see9.4:LineofSight).

(9.22)ToresolveArtilleryFire,rollthedieandaddorsubtractanymodifiers(9.23).ThenconsulttheArtilleryFireTableforResults.Theonedierollaffectsallunitsinthetargethexexceptwhenthetargethexisadjacenttothefiringartilleryunitandcontainstwoinfantryunits.Whenthetargethexisadjacentandcontainstwoinfantryunits,fireonlyaffectsthetopunitintheStackifthefireenteredthroughaFrontalhex,andonlyaffectsthebottomunitintheStackifthefireenteredthroughaRearhex(7.��).

(9.23)DIEROLLMODIFIERS:Thefollowingconditionspro-videmodifierstoaFireDieroll:

• Thefiringunit’sFireStrength• RangeEffects(SeetheArtilleryRangeChartforeach battle)• Terrain(seetheTerrainEffectsChart)• CombinedFire(9.3)

Thesemodifiersarecumulative.

9.3 Combined FireIftwoartilleryunitsarestackedinthesamehex,theymaycom-binefire.Todoso,usethehigherStrengthandthenaddtwo(+2)tothedieroll.IfthetwounitsareofdifferentRange/Type(9.��),thenusetheleastbeneficial(worst)RangeDRM,ifthelatterisdifferentforeachunit.Twoartilleryunitsofdifferentcommandsthatarestackedmaycombinefire,buttheymayonlyfiretogetheronceundereitherofthetwocommands,notboth.

Example: [Chancellorsville]. An “M” unit is stacked with an “L” unit, and they both want to combine fire at a target that is 5 hexes distant. The DRM would be +2 for combined fire, but –1 for the range effect of the “M” guns (not the “0” for the “L”s).

9.4 Line of Sight (LOS)LOSistracedfromthecenterofthefiringhextothecenterofthetargethex.

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If the firer and target are on the same level, the LOS is clear unless:• Aninterveninghex,regardlessofitscontents,isatanelevation

levelhigherthanthefirerandtarget;or• AninterveninghexatthesameelevationlevelcontainsWoods

oraCombatUnit.

If the firer is higher than the target, the LOS is clear unless:• Aninterveninghex,regardlessofitscontents,isatthesame

elevationlevelorhigherthanthefirer;• AninterveninghexcontainingWoodsisatanelevationlevel

onlyonelevellowerthanthefirer;• AninterveninghexcontainingWoodsisatthesameorhigher

elevation level than the targetandhalfwayorcloser to thetarget;or

• Aninterveninghexatahigherelevationlevelthanthetargetisexitedthroughasteeporsheerhexsidethatisclosertothetargetthanthefirer.

If the target is higher than the firer, the LOS is clear unless:• Aninterveninghex,regardlessofitscontents,isatthesame

elevationlevelorhigherthanthetarget;• AninterveninghexcontainingWoodsisatanelevationlevel

onlyonelevellowerthanthetarget;• AninterveninghexcontainingWoodsisatthesameorhigher

elevationlevelthanthefirerandhalfwayorclosertothefirer;or

• Aninterveninghexatahigherelevationlevelthanthefirerisenteredthroughasteeporsheerhexsidethatisclosertothefirerthanthetarget.

Inallcases,ifLOSistracedalongahexsidethatbordersanyoftheaboveblockedLOSoneitherside,theLOSisconsideredblocked.

Play Note: Only some battlefields have steep and/or sheer slopes (e.g., Antietam has both; Cedar Creek has steep slopes; and Chancellorsville, Chickamauga, Fredericksburg, Manas-sas and Salem Church have neither). The vertices of a steep or sheer slope hexside are considered to be part of the steep or sheer slope hexside.

Example: Antietam Map: LOS is blocked from 2313 to 2311. LOS is blocked from 2012 to 2010 through 2000. LOS is blocked from 4617 to 4613 through 4609. LOS is clear from 4617 to 4608 through 4600. LOS is blocked from 2110 to 2409 through 2508. LOS is clear from 2110 to 2608 through 2707.

Example: Chancellorsville Map: LOS is blocked from C-4116 to C-4114. LOS is blocked from C-4217 to C-4615 through C-6008.

Example: Fredericksburg Map: LOS is blocked from F-5422 to F-5413 through F-5402. LOS is clear from F-5422 to F-5401 through F-5400.

9.5 Misguided Friendly Fire (9.5�)Thepresenceofunitsbetweenafiringunitandtarget,whereoneofthelatterishigherthantheinterveningunits,doesnotblockLOS,regardlessoftherelativepositionsofthethree.However,ifanintervening,occupiedhexisadjacenttothetargethex,andtheoccupyingunitsarefriendlytothefiringunit,thereisapossibilitythattheartilleryfirehitsthosefriendlyunits,notthetarget.

(9.52) If theunadjustedFiredie roll is ‘2’or less, theneachinterveningfriendlyunitadjacenttothetargethexundergoesaCCDR,towhichyouaddtwo(+2).IfthatadjustedDRishigherthananunintendedtarget’sCohesion,thatunitisDisordered.Regardless,theFirehasnoeffectontheoriginaltarget.

10. CHARGE 10.1 In General (�0.��)WHOMAYCHARGE:AnactiveinfantryorcavalryunitthatisnotDisorderedmayChargeanyenemyunit(s)initsFrontalhexes. Infantry/dismountedcavalryandartilleryunitsthatarethetargetofaChargemayuseDefensiveFire(�0.3)totrytostoptheCharge.Unitsmaynot,norareeverrequiredto,chargeacrossorintoterraintheyareprohibitedfromcrossingorenteringusingnormalmovement.Chargesmustbedesignatedbytheattackingplayersuchthatnomorethanoneoftheplay-ershasmorethanoneStackinvolvedineachCharge.See��.�4whenchargingartilleryalone.

(�0.�2) COVERING: If there is more than one enemy in itsFrontalHexes,aunitmustChargeallsuchunitsifitdoeschoosetoattack,unlesstheenemyunit(s)is(are)intheFrontalhexesofanyotherfriendlyunit.Enemyunitsso“covered”byotherfriendlyunitsdonothavetobeCharged.However:

Example of Covering: McLaws division is activated. Units Y and Z will charge unit D, while unit X charges units A, B and C. Unit X is covering for unit Y so he does not have to charge unit C. Note that even if unit X did not charge units A, B and C, unit X would still be covering unit C for unit Y such that unit Y does not have to charge unit C.

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• ArtilleryandDisorderedunitsmaynotbeusedtoCover• UnitsfromdifferentCommands/Leadersmaynotcoverfor

eachotherunlesstheyareusingCombinedAction.• ThebottomunitinaStackcannotbeusedtoCover.

Design Note: The “covering” units are keeping those enemy units busy with their presence, usually in the form of sporadic fire, etc.

Play Note: Covering units do not have to Charge; their simple presence keeps the attention of the covered enemy units away from the other attacks. Also, the covered enemy units remain covered even if the covering unit is subsequently Disordered (11.12) due to Defensive Fire (10.3).

10.2 Resolving a Charge (�0.2�)Theattackingplayermustdesignateallcharges,andallunitsparticipating,beforeresolvinganycharges.

Play Note: This becomes important when Defensive Fire (10.3) disorders a charging unit, forcing any others charging along with it to attack at lesser odds.

(�0.22)Todetermine theoutcomeofaCharge, theattackingplayerrollsthedieandadjuststhatdierollbythefollowing:

+/–? ChargeStrengthodds/ratio(�0.23)+/–? TheDifferencebetweenthe twohighest-ratedCohesion

unitsoneachside(�0.25)+/–? TerrainofDefender(see�0.4).+� IfChargingthroughDefender’sRearhexside+2 IfaCombinedChargethroughbothFrontandRear+� MountedCavalrycharginginfantry(�0.26) –� ChargingStackincludesdismountedcavalry

(�0.23)CHARGEODDSRATIO:TodeterminetheDRMforodds/ratio,eachplayertotalstheStrengthofallhisunitsinvolvedintheCharge(�0.24).Theattackerthencomparesthestrengthofhisunitswiththatofthedefendingunits,statedasanoddsratioreducedtoitssimplestformandroundedoffinfavoroftheDefender.Thus,a9-pointunitCharginganenemy4-pointunitwouldundertakeaChargeat2-to-�.Ifitwerea5SPunitCharginga7SPunit,itwouldroundoffto�-to-��/2(listedas2to3).SeetheOdds/RatioChartfortheapplicableDRMs,andsee�0.4foranimportantTerraineffectonOddsRatios.

(�0.24)COMBINEDCHARGE:Chargingunitsmaycombinetheirstrengthsandcapabilitiesiftheyarestacked,orinadjacent(toatleastoneoftheotherChargingunits)hexes.Ifnot,andiftheyareseparatedbyaninterveninghex,eachChargeisresolvedseparately, the order of which is up to the attacking player.However,mountedcavalrymaynotcombinetheirattackwithinfantryordismountedcavalry,evenifadjacent.IfaunitatthebottomofaStackisgoingtocharge,itmustcombineitschargewiththeunititisstackedunder.

Play Note: If the top unit in one or more hexes involved in a combined charge is Disordered (11.12) due to Defensive Fire (10.3), the charge is still resolved as a combined charge at

potentially lower odds (and revised DRMs) with the remaining units from hexes with top units that have not been Disordered (10.35), even if such units are no longer adjacent to other units involved in that same combined charge.

(�0.25)COHESIONDIFFERENTIAL:Theattackersubtractsthedefender’sbestCohesionratingfromhisbest,andthedifferenceistheDRM.ThemaximumDRMisusually+/–3;however,whenmountedcavalryischarginganydefenderinaWoodshex,themaximumCohesionbenefititmaygetis+�.Obviously,ifthedefender’sCohesionisbetterthantheattacker’s,thatDRMwillbeanegative.ArtilleryCohesionratingshavenoeffecthere;theyarenotusedinthisdetermination.

(�0.26) CAVALRY CHARGES: Mounted cavalry gets a +�DRMwhenCharginginfantry,butonlyifitmovedatleastonehexduringthephase(3.C.2.a.iii),andnoneofthehexesenteredcostmorethan2MPs.

(�0.27) RETREAT BEFORE CHARGE: When defending,mountedcavalry(andHorseartillery),evenifDisordered,mayretreatoneortwohexesbeforebeingChargedbyinfantry(butnotmountedcavalry).Theretreatmustplacethemfartherawayfromtheattacker thanwhentheystartedtheretreat,andtheymaynotretreatintoahexadjacenttoanenemyunitoroccupiedbyanyunits,unless theStackingruleswouldnormallyallowthat.TheCharginginfantrymayadvance(asper��.3)intothevacatedhex.

(�0.28)ARTILLERY:ArtilleryneverparticipatesinCharge.ItsstrengthisusedonlyforFire.

• IfstackedwithaChargingUnit,andtheChargingUnit“loses”,the artillery isDisordered andmustRetreat, if requiredbythe result. If theChargingUnitwins, the artillerymaynotadvance.

• Ifdefendingwithoneormorecavalryorinfantryunitsandthelatterunits“lose”,theartillerymustretreatandcheckforDisorder.

• Ifdefendingwithoutanycavalryorinfantryunits,itisauto-maticallyeliminated.NoChargeResolutionisrequired.Alsosee��.�4.

Play Note: Artillery is considered to be defending with a cavalry or infantry unit if both are defending against the same Charge. Thus, if any artillery unit and an adjacent infantry unit are to-gether being Charged by the same enemy Stack, the artillery is considered to be defending with infantry even though the artillery unit is not stacked with the infantry unit.

(�0.29)RESULTS:ThepossibleresultsofaChargearedepen-dentontheadjusteddieroll(seetheChargeTable).ResultsontheChargeResolutionTableapplytoallaffectedunits(eitherattackerordefender,dependingontheresultwithallrequiredcohesionchecksbeingrolledseparatelyforeachaffectedunit).TheattackingplayercanresolvehisCharges inanyorderhedesires,butallDefensiveFiremustberesolvedpriortoanyrollsbeingmadefortheresolutionofanyCharges.

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Example Continued:

After Defensive Fire the two Confederate units may conduct their charge. Note that Unit X was removed to the Withdrawn Box. The strength/odds ratio is 9 to 6 (3–2) which provides a +1 DRM. The difference between the two highest cohesion levels is three which provides a +3 DRM. There are no other applicable DRMs. A die roll of 5 is modified to 9 which results in the Union unit retreating and undergoing a CCDR. Unit Z must advance.

Example Continued:

The defender (Union player) conducts his Defensive Fire (DF) first, before the attacker (Confederate) conducts his Charges. Units A, B and C use DF against unit X. There are no applicable DRMs. All three DFs require a die roll of 8 or 9 to Disorder the attacker. Two are successful, resulting in two Disorder results against unit X—causing it to Withdraw.Unit D could DF against both units Y and Z with a –1 modi-fier, but in this case it is better to just DF against Y (a –1 modifier would make it impossible to hit Z with a cohesion rating of 8). The die roll is a 7 which is unsuccessful (a die roll of 8 or 9 was necessary). This concludes the Defensive Fire for these units.

10.3 Defensive Fire (DF) (�0.3�)WHOMAYUSEDF:Anyinfantry,dismountedcav-alry,ornon-disorderedartilleryunitthatisbeingChargedmayuseDefensiveFireagainsttheChargingunitstotrytostoptheCharge.MountedcavalrymaynotuseDefensiveFire.NormayHorseArtillerythatchoosestoRetreatBeforeCharge(�0.27).

(�0.32)FACINGANDMULTI-HEXDF:DefensiveFireisdi-rectedthroughthedefendingunit’sFrontalHexesonly.However,itmaybeusedagainstallenemyunitschargingthroughsuchhexes,evenifthereisonlyonedefendingunitusingDefensiveFire.(Andsee�0.36.)Ifunitsarechargingadefendinghexfrommultiplefrontalhexes,thedefendermayuseDefensiveFireonceatone,someorallsuchhexes.However:

• ForinfantryusingDefensiveFire,subtractone(–�)foreachchargingtargethexgreaterthanonebeingfiredat.Example: DF against 3 charging units could have the defending unit fire at only one hex (no DRM), at two hexes (with a –1 DRM for each), or against all three hexes (with a –2 DRM for each).

• ForartilleryusingDefensiveFire,iffiringatenemyunit(s)chargingfromonlyonehex,thereisa+2DRM.Iffiringatmorethanone,thereisnoDRMforany.

(�0.33)RESOLVINGDF:TodeterminetheeffectsofDefensiveFire,foreachtargethexthedefendingplayerrollsadieandcom-paresittotheCohesionofthetopinfantry/cavalryunitinthattargethex.Hedoesnotuseanyratingsonthedefendingfiringunit,makingadjustmentstotheDRasper�0.34:

• IftheadjustedDRishigherthanthechargingunit’sCohesion,thelatterisDisordered(andcannotcompletetheCharge;see�0.��).

• IftheadjustedDRisthesameasorlowerthanthechargingunit’sCohesion,thereisNoEffect.

(�0.34)DFDRMS:ThepossibleadjustmentstoaDFdieroll:

+2 Ifthetarget/chargingunitismountedcavalry+2 Artillery defensive firing at units in only one charging

hex –? Ifinfantry/dismountedCavalryisusingDFagainstmore

thanonecharginghex,adda–�foreachDRforeachtargetgreaterthanone(�0.32).

+2 Non-disorderedArtillerystackedwithinfantry/dismountedCavalry

+2 Twonon-disorderedArtilleryunitsstackedin thesamehexusingDFatunitsinonlyonecharginghex.

–� Ifthetopunitinadefending/firingStackisaninfantry/dismountedCavalryunitthatisDisordered

+/–? Terrain.SeetheTerrainEffectsChart.

Alladjustmentsapplicabletoaparticulartargethexarecumula-tive;thecumulativeDFadjustmentforeachtargethexmaybedifferent.

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Play Note: Stacked units eligible to DF must do so together at the same target hex(s) with a single die roll for each target hex. When two infantry/dismounted Cavalry units are stacked, the bottom unit contributes no positive or negative DRMs to DF even if the bottom unit is disordered.

(�0.35)TOPUNITAFFECTSSTACK:WhenDefensiveFiringagainstahexwithstackedunits,DFaffectsonlythetopCharg-ingunit.However,ifthatunitisDisordered,noneoftheunitsinthathexmayCharge(eventhoughthebottomunitintheStackisnotactuallyDisordered).

(�0.36)MULTIPLEDISORDERRESULTS:WhenunitsinasinglehexareChargingmultiplehexesofdefenders,thedefend-ingplayermakesaseparatedierollforeachdefendingStackchoosingtouseDefensiveFire.Insuchacase,Disorderresults(��.�)canbecumulative.

10.4 Terrain and Charge (�0.4�)THECLEARTERRAINDRAWBACK:If,indetermin-ingTerrainDRMforaCharge,thereisnoDRMfavorabletothedefender—thisusuallyoccurswhenopposingunitsareonthesamelevelandtheDefenderisinfantryinClearTerrain—then,whendeterminingOddsRatio,playersroundleftoverfractionsupinfavoroftheattacker,notthedefender.

Example: 7 SP Charging 3 SP, both on the same level with the defender in Clear Terrain, would be rounded up to 3–1.

Design Note: This reflects the reality of the drawback of defend-ing out in the middle of “nowhere” vis a vis the style of warfare. Note that when a charging unit is in Clear Terrain, the defender gets a +1 DRM when using Defensive Fire.

(�0.42)STREAMS:Asnotedintheindividualbattles,streamsusuallyhavenoeffect,intermsofDRM,oncharge.However,ifanyattackingunitischargingacrosssuchastream,theattackerdoesnotgetthebenefitof�0.4�forthatCharge.AStreamdoesnotaffectDefensiveFireacrossitintoaClearterrainhex.

(�0.43)Ifattackersarechargingfrom/intohexesthatwouldgivedifferentDRM,thedefenderreceivesthesinglemostbeneficialcumulativeDRM(forthedefender).

Example: In Antietam, a single infantry unit Charges two enemy infantry units that are in adjacent hexes at an odds ratio of 1:1 and a cohesion differential of zero. One of the defending units is located in clear terrain that is one level lower than the Charging unit (a cumulative DRM of +1). The other defending unit is in a Woods hex that is at the same level as the Charging unit, but this defending unit is being Charged through one of its Rear Hexes (a cumulative DRM of +0). A DRM of +0 is applied to the Charge Resolution DR since it is the single most beneficial cumulative DRM for the defender.

(�0.44)Defensiveterrainbenefitsarecumulative.Aunitinthewoodsbeingattackedacrossafordgetsthebenefitofboth.

11. COMBAT RESULTS 11.1 Disorder (��.��)ACombatUnitthatsuffersaDisorderresultisflippedtoitsDisorderedside.IfitisalreadyDisordereditWithdraws.CavalryunitswithoutaDisorderedsideuseaDisorderedmarkertoregisterthatstatus;see�2.4.

(��.�2)Disorderedunits:• MaynotuseExtendedMovement•Maynotmoveadjacenttoanenemycombatunit.•MaynotCharge,butsee��.�4.•Disorderedinfantrysubtractsone(–�)fromDefensiveFire ifitisthetopCombatUnitinafiringStack.•Disorderedartillerymaynotfire•Disorderedinfantry/cavalrymaynotCover(�0.�2)•MaynotbemovedtothetopofaStackwhenadjacent toanenemycombatunit.•Maynotchangefacingwhenadjacenttoanenemycombat

unitunlesstheyareexitingtheircurrenthex(7.�).

(��.�3)DisorderedunitsmaybeRallied,��.5.

(��.�4) An infantry or cavalry unit that becomes DisorderedwhileChargingartillerythatisnotdefendingwithaninfantryorcalvaryunitmaynotcompleteitsCharge. Insuchacase,thedefendingartilleryisnoteliminatedsincetheChargewasnotcompleted.AninfantryunitthatisalreadyDisorderedthatstarts itsactivationadjacent toartillerymayCharge theartil-leryprovidedtheinfantryunitonlyChargesthatartilleryandit“survives”anyartilleryDefensiveFire.

11.2 Retreat (��.2�)INGENERAL:Acombatunitthatretreatsmustmovetherequirednumberofhexesawayfromtheenemyunit thatcausedtheretreat.Stackedcombatunitsthathavetoretreatmayretreattogetherorsplitup,attheplayer’sdiscretion.Retreatedunitsarefreetochangetheirfacingatanytimeduringandattheendoftheirretreat,evenifDisordered.Leadersdonotretreat,nordotheyaloneblockanenemyadvanceorretreatintotheirhex(5.�5).

(��.22) LENGTH OF RETREAT: Infantry, dismounted cav-alry,andartilleryretreatonehex.Mountedcavalryandhorseartillerymayretreatoneortwohexes,attheretreatingplayer’sdiscretion.

(��.23)STACKINGANDRETREATS:Aretreatingunitmaynotenterafriendly,occupiedhex,unlessallowedbyStackingrules.However,ifitisallowedtodoso,andtheunitoriginallyinthathexwillbesubjecttoanenemyattackthatphase,theretreat-ingunitdoesnotadditsstrengthorpresencetothedefense.Itwill,though,sufferanyadverseeffectsthattheunitwithwhichitisnowstackedincurs.Aninfantryunitretreatingintoahexwithanotherinfantryunit,wherestackingisallowed,isalwaysplacedatthebottomoftheStackconformingtothefacingofthetopunit(6.43).

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(��.24)TERRAINANDRETREATS:Retreatingunitsmaynotcrossahexsidethatitcouldnotcrossduringnormalmovement.IfitmustretreatasadirectresultofcombatacrossaFordorBridge,itsuffersanautomaticDisorderafter,andinadditionto,anyothermandatedDisorder.However,forStreams(�0.42),FordsdonotcauseanautomaticdisorderandBridgessubjectonlyartilleryunitstoanautomaticdisorder.

Play Note: As with the Streams rule (10.42), the Terrain and Retreats rule above is the general rule. Scenario rules in the Battle Book or the Terrain Effects Chart for a scenario may modify these general rules.

(��.25)ENEMYUNITS:Aunitmayretreatintoahexadjacenttoanenemyunit,butifthathexisanenemyFrontalHex(7.��)the retreating unit suffers an automatic (additional) Disorderresultforeachsuchhexentered.Anycohesioncheckrequiredasaresultoftheattackthatinitiatedtheretreatistakenpriortotheautomatic(additional)disorderresult.

(��.26)DISPLACEMENT:Ifaunit’sonlyvalidpathofretreatisintoahexwithafriendlyunitwithwhichitcannotstack,theplayermayDisplacethestationaryunitbyretreatingthatunitonehexandhavingitundergoaCohesionCheckDR.Ifitfails,itsuffersaDisorder.Thismaybedoneasmanytimesasneces-sarytoeffecttheretreat.Displacedunitsmayforceotherunitstodisplace,inachainreaction.DisplacedunitsmaymoveintoanenemyFrontalhex,butsuffertheresults(��.25)ofdoingso.

Play Note: It is possible that Displacement may cause a declared Charge to not take place, by displacing the unit that was to at-tack, etc.

(��.27)ELIMINATION:IfaunitdoesnothaveavalidretreatpathitispermanentlyeliminatedunlessitisabletoretreatoffthemapinwhichcaseitisWithdrawn(��.4).

11.3 Advance (��.3�)PROCEDURE:Ifadefendervacatesitshex(retreats,withdrawsoriseliminated)asaresultofaCharge,theCharg-ingunitwiththehighestCohesion,thatisstackedontop,mustadvance immediately into the vacated hex. Ties? Attacker’schoice.OnlythetopChargingunitmayadvanceinaStack—abottomChargingunitmayneveradvance.Artillerystackedwithinfantryneveradvances.Advancingunitsmaychange facingafter advancing. If defenders in two hexes are attacked fromonehexandbothdefendersretreat,theattackermustpickonehextoadvanceinto.

(��.32)CONTINUEDATTACK:IftheadjustedChargeResolu-tionDRwas��orhigher,theChargingunitthatadvanced,asper��.3�,mayChargeanyenemyunitsitnowfindsinitsFrontalhexes,asper�0.�.OnlyoneContinuedAttackisallowed.IftheunitundertakingaContinuedAttackrollsan��orhigher(again),thereisnoadditionalContinuedAttack.ContinuedChargesareresolvedafterallother,standard,attacksareresolved.

(��.33)COUNTER-ATTACK:WhentheadjustedChargeReso-lutionDRis“lessthan0”,forcingtheattacker(s)toretreat,thedefendingnon-artilleryCombatUnit(s)may,iftheysochoose,advanceintothevacatedhexandcounter-chargeanyonehexofretreatingunits,ignoringanyotherenemy-occupiedhexesintheprocess.Suchcounter-chargesareundertakenimmediatelyandresolvedlikenormalattacks,exceptthatanysubsequentCounter-Charge/AttackorContinuedAttackresultsareignored.

Play Note: When a Continued Attack or Counter-Attack occurs, the charge is affected by Defensive Fire (10.3), but only from new defending units that were not involved in the original combat that produced the Continued Attack or Counter-Attack result.

11.4 Withdrawal Design Note: The word “Rout”, originally used in the Glory I Series Rules, seemed to confuse some gamers; they envisioned bug-eyed soldiers streaming away from battle, tossing aside anything they could to gain speed. That’s not what we wanted to “simulate.” So we changed the word. Withdrawal refers to a unit’s inability to stay in combat, whether from losses, fatigue, or simply it’s just “had it.”

(��.4�)ADisorderedunit that suffersanadditionalDisorderWithdraws.WhenaunitWithdraws,itisimmediatelyremovedfromplayandplacedinthatside’sWithdrawnBox,regardlessofitssituationonthemap.

Exception: If the unit is artillery (including horse artillery), it is, instead, eliminated and not eligible for Recovery.

(��.42)IntheRecoveryPhase(3.D.2),allunitsintheWithdrawnBoxaremovedintotheRecoveryBox.See��.6.

11.5 Rally (��.5�)Disorderedunitsthathavenotcharged,movedorFiredmay undertake Rally attempts at the end of their CommandActivationSequence,afterallmovementandcombathasbeencompleted.UnitsadjacenttoanenemyunitmaynotundertakeRally.

Play Note: “No Rally” markers have been included in Glory III. These may be used to help remember which Disordered units are not eligible to undertake rally attempts.

(��.52)Torallyaunit,rollthedie.• IftheDRisthesameasorlowerthanits(Disordered)Cohe-

sionfliptoitsfullstrengthsideand,ifnotstackedwithanothercombatunit,refaceasdesired.

• IftheDRishigherthanits(Disordered)Cohesion,nothinghappens.

(��.53)LeadershavenoeffectonRally.

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11.6 Recovery (��.6�) IN GENERAL: In the Recovery Phase (3.D.�), allWithdrawnunitsineachplayer’sRecoveryBoxareeligibleforRecovery(andreturntothegame).IfanentireCommand(allunits:both infantryandartillery)hasbeenWithdrawn/Elimi-nated;noneofitsunitsareeligibleforRecovery.ThatCommandisoutofthegame.

(��.62)PROCEDURE:TocheckforRecovery,theplayermayrollthedieforeachunitsoeligible,comparingtheDRtotheunit’sDisorderedCohesionRating.Therearenoadjustments.IftheDRisthesameasorlowerthantheCohesion,theunitisreturnedtothegame,asper��.64.IftheDRishigherthantheCohesion,theunitisEliminated,permanently.

(��.63)Cavalryalwaysusesitsmounted(Disordered)CohesionratingforRecovery,evenifitwasWithdrawndismounted.

(��.64)Recoveredunits(thathavealeader)areplacedbackonthemapasfollows:• WithintheirLeader’sCommandRange.• Atleastthree(3)hexesfromanenemyunit.Ifthisisnotpos-

sible,thePlayermustwaitforaturninwhichitis.• MountediftheyareCavalry.• InDisorderedstatus.

(��.65)RecoveredunitsthatareIndependent—theydonothavealeader—mustbeplacedperaboveexcepttheymaybeplacedwithinCommandRangeofanyLeaderinthatunit’sAM(sincetheydonothaveaLeader)providedtheyarealsobeingplacedbehindtheirownlines(itsoundssomewhathazy,butyourop-ponentwilldefineitforyou,we’resure).

12. CAVALRY 12.1 To Mount or DismountCavalryunitshavetwostates:MountedandDismounted.Onesideof thecounter is formountedand the reverse is fordis-mounted.Itcoststwo(2)MPtomountordismount,andsuchanactionmustbetakenattheendofMovement.Simplyflipcountertothecorrespondingside.Cavalrymaynotmount/dismountwhenadjacenttoanenemyunit.

Play Note: For some battles, such as Antietam, Cedar Creek, and Chickamauga, the counter mix provides separate dismounted cavalry counters.

12.2 Mounted CavalryMountedcavalrymayCharge,and,ifdoingsoagainstinfantry/dismountedcavalry,earna+�DRMprovidedtherequirementsof �0.26 are met. They may not use Defensive Fire, though.Theymayretreatbeforebeingchargedbyinfantry/dismountedCavalry,asper�0.27.

12.3 Dismounted CavalryDismountedcavalryistreatedlikeinfantry.However,theymaynotuseExtendedMovement,and,whenCharging,incura–�DRMforsodoing,evenifcombinedwithregularinfantry.

Play Note: Any chart or rule that says “infantry” includes dis-mounted cavalry, except for the two above instances.

12.4 Disordered CavalryTonoteDisorderresultsoncavalry,usetheDisordermarkers.• AllDisorderedmountedcavalryandDisordereddismounted

UnioncavalryhasaCohesionRatingonelowerthanitsprintedrating.

• Disordered,dismountedConfederatecavalryhasaCohesionRatingtwolowerthanitsprintedrating.

Play Note: This rules section does not apply to those battles, such as Antietam and Cedar Creek, where the counter mix has allowed the luxury of a disordered side for cavalry counters.

13. NIGHT DuringNightTurns,thefollowingchangesareineffect:

• Itcosts+�tomoveadjacenttoanenemyCombatUnit• NoArtilleryFireataRangegreaterthanonehex(adjacent).• MountedcavalrymaynotCharge.• +2toallCCDRresultingfromaCharge.• Units that advance after combat are automatically Disor-

dered.• DisorderedCombatUnitsthatdonothingandarenotadjacent

toanenemyCombatUnitareautomaticallyRalliedintheRallyPhase.

• NoCombinedActivationsareallowed.• PlayersmayrollforRecoveryofWithdrawnunitsonlydur-

ingNight2Turns.WithdrawnunitsdierollingforRecoveryduringNight2TurnsarenoteliminatedifthatDRishigherthantheirCohesion(��.62);theysimplydonotRecoverandareeligibletotryagain.

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Gamers may use these 3rd Edition rules, along with the addi-tional (needed) counters from Glory II: Across the Rappahan-nock, as delineated below, to play the original Glory (1995) battles, with changes/additions as noted.

14.1 General Rules (�4.��)UsetheVictoryrulesfromtheoriginalGlory.ForartilleryusetheArtilleryRangeChartforFredericksburgandChancellorsvillethatwasincludedinGlory II.Ifavailable,usetherevisedartillerycountersfortheoriginalGlory thatareincludedinGlory III.Otherwise:• AllartillerySPsarehalvedwithfractionsroundeddown.• LightArtilleryistreatedasShortRangeArtillery.• FieldArtilleryistreatedasMediumRangeArtillery.

ForNightTurnsusetheGlory IIINightRules(�3.0)withthefollowingmodifications:

• NoExtendedMovementisallowed.• A+2(yes,+2)DRMappliestoallDefensiveFire.• RecoverycanoccurasifitwereaNight2Turn.

Design Note: Artillery units went from 2-3 guns per SP in the original Glory to around 3-4 guns per SP starting with Glory II.

(�4.�2)UsetheTerrainEffectsChartsprovidedforManassasandChickamaugainGlory II;theyreplacetheonesinGlory I(andtakeintoaccountthechangesinmechanics).(�4.�3)Exceptasnotedabove,allGlory III SeriesRulesandcombattablesareusedandnoneoftheGlory ISeriesRulesareused.Example: the Commitment DR on the Glory I AM are ignored. (�4.�4) For infantry, use the larger Strength Point rating,if thereare twosuchratings.Ignorethesmallerrating. Ex-ample: for Sherman’s brigade at 1st Manassas, each unit has a Strength of ‘8’.(�4.�5)Leader,AM,anddismountedcavalry(forChickam-auga)countersforallthreeoriginalGlorybattlesareprovidedinthecountermixforGlory II: Across the Rappahannock.(�4.�6)DismountedcavalrycountersareprovidedonlyforChickamauga.ThedismountedrulesarenotusedforeitherManassasbattle.

14.2 Errata Applicable to GLORY I ThefollowingiserrataforGlory I(thesectionreferencesaretothatversion)thatisstillapplicabletothe3rdeditionrules:The Manassas Map:Thankstoinformationsuppliedbyoneofourlegionoffans,wedeterminedthatthetwobridgesnearSudley Mill, over Catharpin Run—2404 and 2503—werefords.Treatthemasfordswhenplaying.

[CLARIFICATION][6.22]OntheManassasmap,roads/trailsnegate/reducethemovementcostsofRREmbankments,butnotthecombateffects.Andthosecombateffectsworkinbothdirections.1st Manassas Scenario: [ADDITION] Sherman’s Brigadesetsupin4009-40�0,theE3USin40�0[CLARIFICATION] While the Warrenton Pike negatesstreamsformovement,itdoesnotdosoforCharge.[CLARIFICATION]Hex3635isnotaCSAEntranceHex.2nd Manassas Scenario: [CORRECTION] Set-up: UnionIIIvCorpsunitsarefacing“East”,andGibbon‘b’isin�5�8.Onthe29th,Hoodarrivesat�0�5,not�0�2.[CLARIFICATION]6.53doesnotapply tohex�020until05�5,8/29. Chickamauga Scenario:[CLARIFICATION]StartingSep-tember�9(CSAInitialDeployment):Cheatham’sDivisionsetsupon“Road”hexes2539-2342;Stewart’sDivisiononTrailhexes3234-3�35,andtheWheelercavalrystartingwithinonehexof3329isJ.Wheeler’sbrigadeofForrest’sdivision(notWheeler’sDivision).[ADDITION]StartingSeptember20(UnionInitialDeploy-ment):Campbell,WatkinandRay’sCavalry startwithin2hexesof�440.[CHANGEtoVictoryConditions].Remove“lasttooccupy”.Unitsmustphysicallyoccupyahextocontrolit.

(14.3) 1st Manassas Scenario Changes(�4.3�)TheCombinedActivationrule(4.25)isnotused.Nobrigadesmaycombineanyactions.(�4.32)IgnorealltheCSAAM,exceptfortheCavalryAM.Instead,theCSAplayergetstwoBeauregardAM,andtwoJohnstonAM,bothofwhichareavailableatthestart,whichapplyasfollows:Beauregard:Cocke,Early,Evans,KBBH.Johnston:Jackson,Bee,andSmith(�4.33)Leadersstart(orarrive)stackedwithanyunitintheircommand.(�4.34)ThereisnoLeaderfortheKBBHgroup(CSA)andbothsides’cavalry.EachofthebrigadesthereinisconsideredindependentandalwaysInCommand. (BothRadfordunitsareinthesamebrigade).However,theymaynevercombineactivations;eachunitthereinmustcompleteitsactionsbeforeanyother.(�4.35)UsetheSpecialRuleforTyler’sDivision;youmayusetheThirdJacksonAM,ifyouwish.TheThirdJacksonAMactivatesallofJackson’sinfantryandartilleryunits.(�4.36)VPawardedforVictoryforRoutedunitsonmapisnowgivenforunitsinWithdrawalBox.

14. REFITTING GLORY I

Glory III �5

© 2007 GMT Games and Richard H. Berg

14.4 2nd Manassas Scenario Changes(�4.4�)TheCombinedActivationrule(4.25)isnotusedfortheUnion.ItisfortheCSA.(�4.42) Ignore all the CSA AM (including the ArtilleryAM),exceptfortheStuartAM(availableatstart).Instead,theCSAplayergetstwoLongstreetAM(availableAug29,�0�5turn),andtwoJacksonAM(availableatstart).CSACorpsassignmentsfordivisionsareontheLeadercounters.Moreover,forthe�745turnofAug28,HillandEwellareactivatedwiththesecondJacksonAMdrawn;StuartactivatesonthesecondStuartAMdrawn.

(�4.43)CSAArtillerybattalionsareassigned,forAMpur-poses,asfollows:•Longstreet:RightWing,S.Lee,Walton•Jackson:Shumaker,Walker(�4.44) Leaders start (or arrive) stacked with any unit intheircommand.(�4.45)�stUSSharpshooters,Union.Whilenominallyas-signedtoMorrel’sDivision(�/V),the�stUSSharpshoot-ers may operate independently. It is activated when a VCorps/PorterAMisdrawn,butitdoesnothavetobewithinanyleader’srangetobeInCommand.Italsohassomead-ditionalfeatures:• WhenitusesDefensiveFire,addone(+�)totheDFdieroll.Ifstackedwithanotherunit,itmustbeontoptousethis.• Whenaloneinahex,itmayRetreatBeforeCombat,likecavalry,butonlyonehex.• Whenaloneinahex,itmaynotCharge.• ItmaystackwithanyV/PorterCorpsinfantryunitasiftheywerebothinthesamecommand.• Whenstackedwithanotherinfantryunit,itmaytakepartinaCharge.Inadditiontoaddinginits2SP,italsoprovidestheUnionPlayerwitha+�DRMtotheChargedieroll.

(�4.46) The Union cavalry has no leader; the units oper-ateindependently,andarealwaysInCommand,underthe

Game Designer: RichardBergGame Developer: JimDauphinaisPreliminary Glory III Development: PaulJordanGlory II: Across the Rappahannock Developer: MikeShanovichOriginal Glory Developer: GeneBillingsleyArt Director, Cover Art and Package Design: RodgerB.MacGowanGame Counters: MarkSimonitchRules Layout: NeilRandall

(sole)cavalryAM.However,theunitsofonebrigademaynotcombinewiththoseofanother.Play Note: The ‘a’ and ‘b’ units are in the same brigade. (�4.47)VPawardedforVictoryforRoutedunitsonmapisnowgivenforunitsinWithdrawalBox.

14.5 Chickamauga Scenario Changes(�4.5�)IgnorealltheChickamaugaAMinGlory I,exceptfortheGranger/ReserveandMitchell/CavalryAM(Union).Theplayersuse,instead,theAMsuppliedwithGlory II.AMbecomeavailableasper4.2�.Optional:PlayersmaychoosetousetheChickamaugaAMsfromGlory Iiftheywouldliketoreflectamorefragmentedcommandstructure.(�4.52)Leadersstart(orarrive)stackedwithanyunitintheircommand,withtheexceptionofUnionGeneralGranger(Re-serve),whoentersthegameasReinforcementinthe0630,Sept�9thgameturn.(�4.53)TheConfederateReserveArtillery‘a’and‘b’unitsarepartofBuckner’sCorps,andmaybeactivatedwitheitherStewartorPreston,thatdecisionbeingmadepriortoeachturn.TheArtilleryReserve‘c’,partofLongstreet’sCorps,maybesoactivatedwitheitherJohnsonorKershaworLaw.IgnoretheArtilleryAMprovidedwithGlory I.(�4.54)TherearedismountedunitsforcavalryincludedwithGloryII,whichareusedasperthe3rdEditionSeriesrules.(�4.55)UsethefollowingSpecialRulesfromGlory I:• CSADestinationDesignation• SpecialTerrain(butignorereferencestoCommitment)• Off-mapMovement• UnionReserveCorpsRestrictions(�4.56)IgnoretheSpecialRulesonAM,CorpsActivationMarkers,andRetreatdirection.(�4.57)Wilder’sBrigade.IgnoretheruleasprintedinGlory I. Instead, Wilder’s Brigade, when using Defensive Fire,adds3(+3)tothatDR.Wilder’sBrigadedoesnotneedtobeinrangeofReynoldsoranyotherleaderinordertobeinCommand.

Game Map: LelandMyrickProduction Coordination: TonyCurtisProducers: TonyCurtis,RodgerB.MacGowan,AndyLewis,GeneBillingsleyandMarkSimonitchThe Glory III Playtest Crew: StephenBrasseur,StephenClark,BrianHorvath,JohnIverson,TomJones,DuncanLang,MikeOllierandArrigoVelicognaProofing: JohnEllsworth,BrianHorvath,VincentLefa-vrais,PatrickMcGovern,FabioPatricolo,RichShay,JeffTwiningandDeanZadiraka

Glory III�6

© 2007 GMT Games and Richard H. Berg

GMT Games•P.O.Box�308Hanford,CA93232-�308•www.GMTGames.com

LINE OF SIGHTLineofSightistracedfromthecenterofthefiringhextothecenterofthetargethex.

If the firer and target are on the same level, the LOS is clear unless:• Aninterveninghex,regardlessofitscontents,isataneleva-

tionlevelhigherthanthefirerandtarget;or• An interveninghexat the sameelevation level contains

WoodsoraCombatUnit.

If the firer is higher than the target, the LOS is clear un-less:• Aninterveninghex,regardlessofitscontents,isatthesame

elevationlevelorhigherthanthefirer;• An interveninghexcontainingWoods isatanelevation

levelonlyonelevellowerthanthefirer;• An interveninghexcontainingWoods is at the sameor

higherelevationlevelthanthetargetandhalfwayorclosertothetarget;or

• Aninterveninghexatahigherelevationlevelthanthetargetisexitedthroughasteeporsheerhexsidethatisclosertothetargetthanthefirer.

If the target is higher than the firer, the LOS is clear un-less:• Aninterveninghex,regardlessofitscontents,isatthesame

elevationlevelorhigherthanthetarget;• An interveninghexcontainingWoods isatanelevation

levelonlyonelevellowerthanthetarget;• An interveninghexcontainingWoods is at the sameor

higherelevationlevelthanthefirerandhalfwayorclosertothefirer;or

• Aninterveninghexatahigherelevationlevelthanthefirerisenteredthroughasteeporsheerhexsidethatisclosertothefirerthanthetarget.

DISORDERED UNITS• MaynotuseExtendedMovement•Maynotmoveadjacenttoanenemycombatunit.•MaynotCharge,butsee��.�4.•Disorderedinfantrysubtractsone(–�)fromDefensive fireifitisthetopCombatUnitinafiringStack.•Disorderedartillerymaynotfire•Disorderedinfantry/cavalrymaynotCover(�0.�2)•MaynotbemovedtothetopofaStackwhenadjacent toanenemycombatunit.•Maynotchangefacingwhenadjacenttoanenemy combatunitunlesstheyareexitingtheircurrent hex(7.�).•MaybeRallied(��.5)

RALLYING UNITS• IftheDRisthesameasorlowerthanits(Disordered)Co-

hesionfliptoitsfullstrengthsideand,ifnotstackedwithanothercombatunit,refaceasdesired.

• IftheDRishigherthanits(Disordered)Cohesion,nothinghappens.

SEQUENCE OF PLAY A. INITIATIVE DETERMINATION PHASE1.Rollthedietoseewhogoesfirst.(5.2)2.InitiativePlayerchooseswhichCommand(AM)willstart

theturn,holdingoutoneofthatCommand’sAMsforthefirstActivation.(4.2�)

B. MARKER SELECTION PHASEPlaceallotherActivationmarkersforcommandsthatareei-theronthemaporscheduledtoenterthatturninThePool.

C. ACTIVATION PHASE1.DrawActivationMarkerfromPool.(Exception:3.A.2)2.ActivationSequence:

a.CommandActivationSequence(4.24) i.CombinedActivationattempt(4.25)

ii.ArtilleryFire(9.0) iii.UnitsMove(exceptforfiringartillery)(6.0) iv.Infantry/ArtilleryDefensiveFire(�0.3) v.Infantry/CavalryCharge(�0.2) vi.Rally(forDisorderedunitsthatdidnone oftheabove)(��.5) vii.Remove“ArtilleryFired-NoMove”and “NoRally”markers.

Repeat the Command Activation Sequence “2.a” (Steps i through vii) until the Command of each Leader activated by the current AM has completed its activation.

b.Remove“ArtilleryReturnFired”markers.

c.SetasidetheAMdrawnforthatPhase.

Repeat the Activation Phase “C” until there are no markers left in the Pool. When finished with all Activations go to the Recovery Phase “D.”

D. RECOVERY PHASE 1.AllunitsintheRecoveryBoxmaycheckforReturntothe

game(��.6)2.AllunitsintheWithdrawnBoxaremovedtotheRecovery

Box.