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The Gamers, Inc. Page 1 Civil War, Brigade Series: Series Rules v.3.2 Series Design: Dean N. Essig Playtesting, Proofreading and Overbur- dened: David Combs, Dan Delmerico, Dave Demko, Jim Dunnam, Sara Essig, Randy Flowers, Adam Frankl, Carl Gibeault, Wig Graves, Bruce Hartrunft, John Kisner, Richard Knaak, Art Majester, Rod Miller, David Powell, Steve Satterlee, Jerry Scarborough, Lee Simpson, Larry Tagg, Roger Taylor, Don Walker, Tod Willis-Redfern, Mike Wood ...and hundreds of other players who sent in their questions about the first edition rules. Table of Contents Introduction A Word to First Edition Users A Word to 2nd Edition Users Second Edition Word of Thanks 1.0 The Game Components 1.1 The Game Map 1.2 The Rules 1.3 The Counters 1.4 Set Up Notes 2.0 Beginner’s Note 3.0 Note on Play 4.0 Scale 5.0 General Game Concepts 5.1 The Word “Unit” 5.2 Retreat Rule 6.0 Units 6.1 Troop Units 6.2 Leaders 6.3 Markers 6.4 Extended Line and Det’d Artillery Markers 6.5 Fire Levels 6.6 Loss Charts, Fire Level Change 6.7 Fire Level Markers 6.8 Morale Markers 6.9 Gun and Supply Point Markers 6.10 Low Ammo and Straggler Recovery Markers 7.0 General Course of Play 8.0 Turn Sequence 8.1 Outline Sequence of Play 8.2 Narrative Sequence of Play 8.3 Close Combat Subsequence 9.0 Fog of War 10.0 Command and Control 10.1 Orders 10.2 Initiative 10.3 Corps Attack Stoppage 10.4 Emergency Corps Retreat 10.5 Below Corps Command 10.6 Army Command 11.0 Formations 11.1 Available Formations 11.2 Effects on Movement 11.3 Effects on Fire Combat 11.4 Effects on Morale 12.0 Stacking 12.1 Restrictions on Stacking 12.2 Effects on Movement 12.3 Effects on Combat 12.4 Effects on Morale 12.5 Effects of Over-Stacking 13.0 Facing 13.1 Changing Facing 14.0 Zones of Control 14.1 Effects of EZOCs 14.2 Terrain Effects on ZOCs 15.0 Retreat and Formation Change Fire Generation 16.0 Movement 16.1 How to Move Units 16.2 Terrain Effects on Movement 16.3 Restrictions on Movement 16.4 Effects of Friendly Units 16.5 Effects of Enemy Units 16.6 Reinforcements 17.0 Extended Line 17.1 Restrictions on Extended Line 17.2 Effects of Extended Line 18.0 Forced March 19.0 Line of Sight (LOS) 19.1 General Rule 19.2 Determining LOS 19.3 Effects and Restrictions 19.4 Visibility 20.0 Fire Combat 20.1 Fire Points 20.2 Plus Weapons Types 20.3 Restrictions on Fire Combat 20.4 Terrain Effects on Fire Combat 20.5 Combat Results 20.6 Step Losses 20.7 Marking Losses and Stragglers 21.0 Stragglers 21.1 Straggler Checks 21.2 Straggler Recovery 22.0 Wrecked Brigades and Divisions 23.0 Close Combat 23.1 Restrictions 24.0 Morale 24.1 Morale States 24.2 Morale Checks 24.3 Retreats and Rout Through 24.4 Additive Effects 24.5 Rally 25.0 Leaders 25.1 Effect on Stacking 25.2 Effect on Movement 25.3 Effect on Fire Combat and Morale 25.4 Leader Loss and Replacement 25.5 Division Commander required Placement and Command Radius 26.0 Artillery 26.1 Gun Points 26.2 Losses 26.3 Fire Combat and Artillery 26.4 Morale and Artillery 26.5 Stragglers and Artillery 26.6 Formation Change, Enemy Units, and Fires 27.0 Artillery Supply 27.1 Ammo Points 28.0 Small Arms Supply 28.1 Low Ammo 28.2 Supply Wagons 28.3 Supply Train 28.4 Resupply 29.0 Night Terms and Abbreviations Designer’s Notes Defensive Orders (optional) The Use of Breastworks (optional) Hidden Movement (optional) Introduction The Civil War, Brigade Series games are accurate, readily playable portrayals of specific American Civil War battles at the tactical brigade level. The intent of this series is to focus on the command aspects of Civil War combat by having players use a game command system that mimics actual events. The game forces interact with each other in ways that simulate the functions of those they repre- sent. These rules rely at times on the play- ers’ common sense and honesty. Game actions that players conduct outside the observation of their opponents require a certain degree of trust between players and a knowledge that each will apply the spirit as well as the letter of the rules. We make no claims of infallibility. These rules, even in the second edition, contain areas requiring the use of common sense and historical knowledge to interpret rule statements to cover situations not ex- plicitly mentioned. Players who find an area that they cannot decide to their mutual satisfaction should feel free to call or write for a clarification. We support our products ©1998. The Gamers, Inc. All Rights Reserved.

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  • The Gamers, Inc.

    Page 1

    Civil War, Brigade Series:

    Series Rules v.3.2Series Design: Dean N. EssigPlaytesting, Proofreading and Overbur-dened: David Combs, Dan Delmerico,Dave Demko, Jim Dunnam, Sara Essig,Randy Flowers, Adam Frankl, CarlGibeault, Wig Graves, Bruce Hartrunft,John Kisner, Richard Knaak, Art Majester,Rod Miller, David Powell, Steve Satterlee,Jerry Scarborough, Lee Simpson, LarryTagg, Roger Taylor, Don Walker, TodWillis-Redfern, Mike Wood

    ...and hundreds of other players who sent intheir questions about the first edition rules.

    Table of ContentsIntroductionA Word to First Edition UsersA Word to 2nd Edition UsersSecond Edition Word of Thanks1.0 The Game Components

    1.1 The Game Map1.2 The Rules1.3 The Counters1.4 Set Up Notes

    2.0 Beginner’s Note3.0 Note on Play4.0 Scale5.0 General Game Concepts

    5.1 The Word “Unit”5.2 Retreat Rule

    6.0 Units6.1 Troop Units6.2 Leaders6.3 Markers6.4 Extended Line and

    Det’d Artillery Markers6.5 Fire Levels6.6 Loss Charts, Fire Level Change6.7 Fire Level Markers6.8 Morale Markers6.9 Gun and Supply Point Markers6.10 Low Ammo and Straggler

    Recovery Markers7.0 General Course of Play8.0 Turn Sequence

    8.1 Outline Sequence of Play8.2 Narrative Sequence of Play8.3 Close Combat Subsequence

    9.0 Fog of War10.0 Command and Control

    10.1 Orders10.2 Initiative10.3 Corps Attack Stoppage10.4 Emergency Corps Retreat10.5 Below Corps Command10.6 Army Command

    11.0 Formations11.1 Available Formations11.2 Effects on Movement11.3 Effects on Fire Combat11.4 Effects on Morale

    12.0 Stacking12.1 Restrictions on Stacking12.2 Effects on Movement12.3 Effects on Combat12.4 Effects on Morale12.5 Effects of Over-Stacking

    13.0 Facing13.1 Changing Facing

    14.0 Zones of Control14.1 Effects of EZOCs14.2 Terrain Effects on ZOCs

    15.0 Retreat and Formation ChangeFire Generation

    16.0 Movement16.1 How to Move Units16.2 Terrain Effects on Movement16.3 Restrictions on Movement16.4 Effects of Friendly Units16.5 Effects of Enemy Units16.6 Reinforcements

    17.0 Extended Line17.1 Restrictions on Extended Line17.2 Effects of Extended Line

    18.0 Forced March19.0 Line of Sight (LOS)

    19.1 General Rule19.2 Determining LOS19.3 Effects and Restrictions19.4 Visibility

    20.0 Fire Combat20.1 Fire Points20.2 Plus Weapons Types20.3 Restrictions on Fire Combat20.4 Terrain Effects on

    Fire Combat20.5 Combat Results20.6 Step Losses20.7 Marking Losses and Stragglers

    21.0 Stragglers21.1 Straggler Checks21.2 Straggler Recovery

    22.0 Wrecked Brigades and Divisions23.0 Close Combat

    23.1 Restrictions24.0 Morale

    24.1 Morale States24.2 Morale Checks24.3 Retreats and Rout Through24.4 Additive Effects24.5 Rally

    25.0 Leaders25.1 Effect on Stacking

    25.2 Effect on Movement25.3 Effect on Fire Combat

    and Morale25.4 Leader Loss and Replacement25.5 Division Commander required

    Placement andCommand Radius

    26.0 Artillery26.1 Gun Points26.2 Losses26.3 Fire Combat and Artillery26.4 Morale and Artillery26.5 Stragglers and Artillery26.6 Formation Change,

    Enemy Units, and Fires27.0 Artillery Supply

    27.1 Ammo Points28.0 Small Arms Supply

    28.1 Low Ammo28.2 Supply Wagons28.3 Supply Train28.4 Resupply

    29.0 NightTerms and AbbreviationsDesigner’s NotesDefensive Orders (optional)The Use of Breastworks (optional)Hidden Movement (optional)

    IntroductionThe Civil War, Brigade Series games

    are accurate, readily playable portrayals ofspecific American Civil War battles at thetactical brigade level.

    The intent of this series is to focus onthe command aspects of Civil War combatby having players use a game commandsystem that mimics actual events. The gameforces interact with each other in ways thatsimulate the functions of those they repre-sent.

    These rules rely at times on the play-ers’ common sense and honesty. Gameactions that players conduct outside theobservation of their opponents require acertain degree of trust between players anda knowledge that each will apply the spiritas well as the letter of the rules.

    We make no claims of infallibility.These rules, even in the second edition,contain areas requiring the use of commonsense and historical knowledge to interpretrule statements to cover situations not ex-plicitly mentioned. Players who find anarea that they cannot decide to their mutualsatisfaction should feel free to call or writefor a clarification. We support our products

    ©1998. The Gamers, Inc. All Rights Reserved.

  • Civil War, Brigade Series Rules—v 3.2

    Page 2

    fully and will be delighted to respond toyour questions as quickly and clearly aspossible. We do not require yes/no ques-tions and will give any available back-ground rationale for a rule’s conception.Even in this second edition, your questionswill continue the process of locating weakpoints and potentially help another gamerin the future who is confused by the sameproblem.

    Write:The Gamers, Inc.500 W. Fourth StreetHomer, IL 61849Fax (217) 896-2880

    Or call, during business hours: (217) 896-2145. Phone questions are welcome and Iam usually available to answer them per-sonally.

    v3.2 NotesThis edition exists for the simple rea-

    son that we (finally) needed to print moreCWB rulebooks. Given that opportunity,I’ve taken the time to correct the knownerrata and make a handful of changes play-ers have requested. Players could easilyplay with the older rules and never noticethe changes, so here is a listing of what hasbeen done:

    1.0 Game Components1.1 The Game Map

    The maps of this game depict theactual area in which the battle or campaignwas fought. They provide their own terrainkeys and informational tracks. To eliminatefault lines and ridges, carefully back-foldthe maps and secure them by drafting tapeor other non-destructive means to the play-ing table.

    1.1a The Hex Numbering System. Thissystem identifies individual hexes on thegame maps. The maps, if a game uses morethan one, are lettered A, B, C, etc.. A hexnumber pertaining to a given map beginswith the map letter, as in A10.10. The digitsbefore the decimal point indicate the num-ber of the hex row, running along the hori-zontal dimension of the map from left toright. The digits after the decimal indicatethe exact hex along the row found with thefirst digits, looking from bottom to top. Oneach map, the grid system extends from thelower left corner. Not every hex is num-bered. Each fifth hex (xx.05, xx.10, xx.15)is numbered to create gridlines to follow.To find a specific hex, say A29.17, followthe gridline for xx.15 on map A until youfind the 29th hexrow. Then count up twohexes.

    1.1b Map Edge Hexes. Edge hexeswith at least half of the hex showing areplayable. Tiny hex slivers are not. Unitsforced off the map are destroyed.

    1.1c Off Map Movement.Units maynot exit the game map and re-enter later, orconduct any type of off-map movementunless the game rules explicitly allow suchmovement.

    1.1d Turn Record Track. This trackindicates the passage of time during thegame. One marker shows the time of daywhile another on a second track records theparticular day. The first and last turns ofdaylight have a single number in the timebox to indicate the visibility (in hexes) forthat turn. The shading on the Turn RecordTrack indicates night turns. Advance theTurn Record Marker one box during theTurn End Phase; advance the Day Markerat the end of the 12:00 midnight game turn.

    1.1e Entry Hexes. Hexes marked witha red circle containing a white letter showwhere reinforcements arrive. If enemy unitsblock a reinforcement’s entry hex, the rein-forcement is free to enter at any hex free ofenemy units at or within 10 hexes of thescheduled entry hex along any map edge.

    1.1f Artillery Ammunition Tracks.These use three markers each to record theexpenditure of artillery ammunition foreach army. The markers (x100, x10, x1)record the amount of ammunition remain-ing in hundreds, tens and ones, respec-tively. Starting amounts are given in eachscenario. Some games give players unlim-ited ammunition and omit these tracks.

    1.1g Loss Record Tracks. These alsouse three markers to record losses (in casu-alties only, not stragglers or artillery gunlosses) for each army. The markers (againx100, x10, x1) record the current number oflosses in each army. Each time a side re-ceives one or more casualties, advance themarker by one space for each strength pointlost.

    1.2 The RulesThere are two rule books in every

    Gamers’ Brand game: Series and Game.The Series Book, which this is, contains therules generally applicable to all seriesgames. The Game book gives the detailsneeded for a specific game, including spe-cial rules, scenarios and set up information.Game-specific rules supersede series rulesif they happen to conflict.

    1.2a Organization. Rules are num-bered by section and case. Each majorgrouping of rules is a section; a paragraphwithin a section is a case. For example,section 4, case 2 would be 4.2. A specifiedcase may contain a number of related state-ments. Parts within a given case are letteredas in 4.2a, 4.2b, etc.

    1.2b Repetition. Only where specifi-cally necessary is a rule repeated in everysection in which it might have bearing.Therefore, if “A” has a specific combateffect, it might have this effect listed in therules about A, but not in B, C, and D,

    which deal with combat in more generalterms.

    1.2c Charts and Tables. The center ofthis rule book contains certain game tablesand sheets. Remove these carefully bybending the staples back, removing thecharts, and returning the staples. Playersshould either photocopy loss charts or pre-pare them for use according to the “Note onPlay” below. Use plain lined paper forOrder Logs

    1.3 The CountersThe game’s playing pieces, called

    “counters,” represent both the units thatactually fought in the battle and “markers”which display bits of information about thegame’s functions or unit conditions. Care-fully punch out all counters, hereafter unitsor markers, and sort them by type or desig-nation into plastic bags.

    1.4 Set Up NotesAside from any special notes in the

    game rules concerning set up, the followingare always true:

    1. “w/i X” means to set up a givenunit within X hexes of the hex listed.

    2. Unless explicitly stated otherwise,leaders may set up with any subordinateunit.

    3. Units set up in any desired forma-tion and facing.

    4. Units may never start the game over-stacked.

    5. Units generally start at full strength.6. Except when explicitly stated other-

    wise, the Confederate Player Turn is alwaysfirst.

    7. A unit ID notation followed by a“b”—as in RWb—means an artillery bat-tery of that ID. Furthermore, RWb means a5 gun point artillery unit of RW. Should abattery be something other than a 5 gunpoint unit, its actual strength will be notedas in RWb (3).

    8. A hex notation to the effect of (hex1) ex (hex 2) means the unit listed is in hex1 and has an extended line in hex 2. Like-wise, (hex 1) ex (hex 2), (hex 3) means thatthe unit in hex 1 has extended lines in bothhexes 2 and 3.

    2.0 Beginner’s NoteIf you are new to wargames, WEL-

    COME! This is an exciting and intellectu-ally satisfying hobby. Each wargame, whilebeing an enjoyable competitive activity,will also allow you a glimpse of history inaction in a way not possible through anyother format.

    To learn to play, browse through therules and components. Try to develop agood idea of what exists in the game andwhere it is located. Then read the ruleslightly. Do not try to memorize them! Setup a few units at random and run through

  • The Gamers, Inc.

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    the procedures and examples of differentplay actions. As questions arise, look up theanswers in the rules. Try to imagine why arule is the way it is by applying commonsense and your knowledge of history. Allrules have at least something in back ofthem—even if it is only to avoid conflictwith other rules. Allow the game to teachitself to you as you look up puzzling items.If something seems unreasonable, pleasecall or write for clarification.

    After these tentative steps, playshorter game scenarios with a friend, againlooking up uncertainties. Before long youwill have the game system mastered. Avoidthe Command Rules as you learn this sys-tem, only using “command radius” to keepthings in order. Once you understand thebasic structure, include the rest of the com-mand system in your next session. Allgames in this series can be played withoutthe command rules, so, if you do not findthem to your taste, feel free to play withoutthem. However, by imposing significantconstraints on a player’s freedom of actionwith his forces, they do add a large degreeof realism to the game.

    By the time you have mastered thisgame, you will be able to play any game inthis series with little or no rules learning.Good Luck and Good Fighting!

    3.0 Note on PlayFor ease of play, I recommend the

    encasing of Loss Charts in clear plasticreport covers, which are widely available.Write on them with overhead projectionmarkers or other markers designed for useon plastic. These provide for easy erasureand re-use. I prefer to stay away from oldfashioned grease pencils as they are entirelytoo hard to erase neatly for my tastes.

    4.0 ScaleEach hex on the game map equals 200

    yards of real terrain. Each day-time turnrepresents 30 minutes, each night turn onehour. The vertical scale between contours is30 feet.

    Infantry and cavalry units are bri-gades, artillery units usually 16 gun battal-ions. A strength point of infantry or cavalryis 100 men. A gun point of artillery isroughly 3 cannons.

    This game system makes a simplifica-tion in terms of artillery. Cannons are ageneric “standard” type. We felt a moredetailed artillery structure would only serveto needlessly complicate the game. Also the“battalion” represents the maximum num-ber of cannon which can deploy and firefrom one hex—even if during the battleportrayed such artillery organizations didnot exist.

  • Civil War, Brigade Series Rules—v 3.2

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    5.0 General GameConcepts5.1 The Word “Unit”

    For simplicity, the word “unit” inthese rules refers to any infantry, cavalry,or artillery combat unit, including extendedlines and detached batteries.

    5.2 Retreat RuleAny time a combat result calls for a

    retreat, the owning player must execute theretreat in a relatively straight line in a direc-tion which is locally “to the rear.” Doublingback and other “game tricks” are not al-lowed.

    6.0 Units6.1 Troop Units

    These units are combatformations of infantry, cavalry,and artillery. They have a fac-ing and one or more forma-

    tions available. They are subject to thestacking and morale rules.

    6.2 LeadersThese units represent

    individual leaders (named onthe counter) and a small escortof staff. Leaders fulfill impor-

    tant command and morale functions. Theydo not suffer from normal combat or mo-rale results, but instead are subject to aspecial Leader Loss Table when fired upon.They have no facing or formation and donot count for stacking in any way.

    6.3 MarkersNote that no marker has a facing,

    formation, or stacking restriction.Markers only indicate specific condi-tions imposed on units and do not sufferfire combat or morale results them-selves.

    6.4 Extended Lineand DetachedArtillery Markers

    These represent theexpansion of troop units to take upmore ground space. They suffer firecombat and morale results in the sameway as their parent units.

    6.5 Fire LevelsInfantry and cavalry units (only)

    measure their strength in lettered fire levels.Use fire level markers to mark fire levelsunder the unit counter. Use fire level mark-ers only in situations where B or C firelevel units exist—all other units are as-sumed to have an A or better fire level.

    Artillery units use the different “gunpoint” system described later.

    6.5a Fire levels range in order (fromsmallest to largest) C, B, A, AB, AA, AAB,and AAA. The starting full strength of aunit appears on the unit counter. In somegames, specific scenarios may call for unitsto set up with reduced strengths, with somelosses already marked off. In these cases,find the unit’s starting strength in fire levelson the loss charts after marking off theinitial casualties.

    6.5b When dividing into extendedlines, remember that one A=2Bs, oneB=2Cs and one A=4Cs. Therefore, an ABthat extends line into two different hexeswould have a B in each of the three occu-pied hexes.

    6.6 Loss Charts and FireLevel Change

    Each player has one or more LossCharts to use in order to keep track oflosses. To the left of each set of ovals orsquares is the current fire level of a unit.Whenever the marks reach a new fire level,change the level marked under the unit.Make any required adjustments to extendedlines at that instant.

    6.7 Fire LevelMarkers

    These represent the cur-rent fire level of infantry and

    cavalry units. Only mark units with a B orC fire level, all other units are assumed tobe an A or better. Keep this current as theLoss Charts require changes. To indicatethe Fire Levels applied to extended lines,remove markers from underneath the parentand place them directly under the extendedline marker.

    6.8 Morale MarkersThese represent the cur-

    rent morale state (not to beconfused with the unit’s per-manent morale level which isprinted on the counter) of astack of units.Place the MoraleMarker, if any,atop all the unitsin a hex. All unitsin a hex subject tomorale have the morale state ofthe marker in the hex. No hexmay have more than one mo-rale marker in it.

    6.9 Gun and SupplyPoint Markers

    These two functions usethe same numeric marker torepresent either the number of

    gun points in an artillery unit or the number

    of supply points in the wagon. Place thesemarkers under the appropriate unit andadjust them to reflect guns lost or supplypoints expended.

    6.10 Low Ammo andStraggler RecoveryMarkers

    Both of these markertypes indicate specific condi-tions and affect only the unitdirectly under the marker.

    7.0 General Course of PlayA “game turn” is a sequence of steps

    the order of which is termed “the sequenceof play.” Each of these steps may involveone or the other of the players according tothe terminology “phasing” and “non-phasing.” The “phasing” player is the onewhose player turn it is currently, the “non-phasing” player is the other. Each playerhas his own distinct portion of a game turn,and the roles of phasing and non-phasingplayer switch according to the presentplayer turn. At the end of the sequence ofplay, advance the turn marker and begin theprocess again. All game actions must takeplace strictly according to the sequence ofplay.

    In the roughest sense, play proceedsas follows: The first player, as given in thegame rules, conducts his Command Phase.In this phase he issues the orders he desires,checks for new order acceptance, if any arebeing delivered, and checks for any initia-tive he might desire. This finished, he nowmoves all, some, or none of his units basedon their formation, movement allowances,orders, and his desire. He may now engagein “close combat” (charges). After hisMovement Phase ends, the Fire CombatPhase occurs. This is divided into a Non-Phasing Player Fire Segment and a PhasingPlayer Fire Segment. First the non-phasingplayer conducts all the fire combats hewishes, as restricted by these rules; then,the phasing player does the same. Upon thecompletion of all the fire combats for bothplayers, the phasing player checks his unitsfor rally. The second player then becomesthe phasing player and repeats the abovesequence. When this process is completethe game turn ends and a new turn begins.

    8.0 Turn Sequence8.1 Outline Sequence of PlayFirst Player TurnCommand Phase.

    Order IssueCorps Attack Stoppage ChecksInitiative Order DeterminationDelay ReductionNew Order Acceptance

    Movement and Close Combat PhaseStraggler Recovery Marker Placement

  • The Gamers, Inc.

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    Movement and Close CombatAmmo Resupply

    Fire Combat PhaseNon-Phasing Player Fire CombatPhasing Player Fire Combat

    Rally PhaseStraggler RecoveryRally

    Second Player TurnThe Second Player Repeats the above.Game Turn End Phase

    Game Turn Marker Advance

    8.2 Narrative Sequence ofPlay

    First Player TurnCommand Phase•Order IssueThe phasing player may generate any or-ders he chooses, paying for each with com-mand points, up to the limit of the com-mand points available. He then logs theseorders on the Order Log Sheet and notestheir arrival times. See 10.1.•Corps Attack Stoppage ChecksAny of the phasing player’s corps whichreceived small arms fire (not just artillerybombardment) in the previous turn, and arecarrying out an attack order, must check tosee if the attack continues. If a stoppageoccurs, the corps may either halt in place orconduct a turn of movement to the rear andthen halt. The phasing player conducts thismovement in the Movement and CloseCombat Phase of this player turn. Units ofcorps which fail their corps attack stoppagecheck must be outside small arms range atthe end of the following Movement andClose Combat Phase. See 10.3.•Initiative Order DeterminationThe phasing player may roll for any of hisleaders whom he wishes to obtain initiative.Leaders who successfully obtain initiativeaccept (corps leaders must “touch base” toimplement initiative orders in order to putthem into effect) orders as desired. See10.2.•Delay ReductionAny phasing leaders who have orders inany type of delay status now check to endthat status. If a delay ends, the leader ac-cepts the order and may act on it. See 10.1f.•New Order AcceptanceRoll to see if phasing player orders deliv-ered this turn are accepted, delayed or dis-torted.

    Movement and CloseCombat Phase•Straggler Recovery MarkerPlacementOn an hour turn the phasing player maymark units meeting the conditions of strag-gler recovery to attempt to recover strag-glers. See 21.2.

    •Movement and Close CombatThe phasing player checks his units forcorrect command radius. Phasing units maynow move and conduct close combatsbased on their movement abilities, forma-tions, and order restrictions. See 16.0, 23.0.•Ammo ResupplyPhasing units which are at low ammo andclose enough to a supply wagon to conductresupply may do so. Wagons close enoughto the Army Supply Train may refill. See28.0.

    Fire Combat Phase See 20.0.•Non-Phasing Player Fire Combat(Defensive Fire Phase)The non-phasing player may fire all of hisunits that can based upon their formation,LOS, location and other restrictions.•Phasing Player Fire Combat(Offensive Fire Phase)The phasing player repeats the above forhis units.

    Rally Phase•Straggler RecoveryPhasing units which are still marked withStraggler Recovery Markers, may attemptto recover stragglers. After each attempt,remove the Straggler Recovery Marker.Erase any recovered stragglers from theplayer’s Loss Chart and make any requiredchanges in fire level markers. See 21.2.•RallyThe phasing player converts all shakenunits to normal, disorganized units toshaken, and checks to see if routed unitsrecover to disorganized or if blood lustedunits revert to normal. See 24.5.

    Second Player TurnThe Second Player repeats the above for hisunits.

    Game Turn End Phase•Game Turn Marker Advance

    8.3 Close CombatSubsequenceA) Attacker enters hex at +1 MP cost

    B) Defender’s Fire Combat, apply lossesand stragglers

    C)Attacker’s Fire Combat, apply losses andstragglers

    D) Attacker Checks Morale at -6, if re-quired to retreat combat ends

    E) Defender checks morale at -4, if re-quired to retreat combat ends and the de-fender makes the “additional” morale check

    F) Odds Table used if neither of the aboveends the combat. Loser retreats 1 hex if

    attacker, 2 if defender. The defender, ifloser, must make the “additional” moralecheck.

    9.0 Fog of WarIn order to increase the reality of the

    game’s simulation in the minds of the play-ers, keep the following secret from youropponent:

    a. Casualty, straggler and wreckedstatus of brigades and divisions.

    b. Orders, status of order delivery,or plans.

    c. The morale of your units.d. The current fire levels of your units.

    Players may never examine the stacksof the enemy. They are (of course) aware ofthe top unit in the stack—usually a leaderor infantry unit. While unable to examinefor himself the enemy stacks, a player mayask if a stack contains troops, artillery, orboth. When asked, the owning player mustgive the correct answer (from this list ofthree).

    Optional: Players may decide to allowthis question only when the asking playerhas units with an LOS into the questionedhex. Since this restriction can bring up anumber of sticky problems, we do not rec-ommend its use.

    10.0 Command andControl

    These command rules strive to berealistic but not overpowering. They em-body quite simple concepts and make thegame system play in a way that simulatesreality well. Note that players may, as anoption, play any of these games withoutthese rules (other than Command Radius,which in all cases should be used).

    10.0a HQ Units and Leader Position-ing. Corps HQ units are the administrativehubs of their corps. The more specific HQrules follow below, but a few points mustbe given first. Divisional leaders must stackwith a unit of their division at the end ofevery Movement and Close Combat Phase(unless no such unit exists, in which casethey are removed from play). Corps leadershave no such requirement. In order to im-plement a newly accepted order from ei-ther the army commander or initiative, thecorps leader must enter the hex of his corpsHQ (at least momentarily). The instant theleader “touches base,” the order is imple-mented—in other words a leader with anew order could “touch base” as the firstthing in movement and that action wouldallow the corps to function on its new or-ders in that turn. Note: Upon accepting anorder, the leader must make his way to hisHQ to implement it—a player who stallsthe implementation of an unwanted orderby dallying with the leader is cheating.Otherwise, corps leaders are free to move

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    about as desired. Army commanders sendorders to the Corps HQ unit, not to thecorps leader.

    Example: Council of WarTo illustrate the above rule, let’s say thatthe player moves all of his corps command-ers to the hex containing the army com-mander. This action does not require anytype of orders. Once his subordinates arethere (i.e. in the player’s next CommandPhase), the army commander begins belt-ing out orders (he’s like that) as fast as hiscommand points allow. These orders are all“in-person, verbal” in nature and subjectto the best possible chance at acceptance(given order type). The orders are deliveredat the instant they are written. In the subse-quent New Order Acceptance Phase of thesame player turn, the corps commanderslucky enough to be first in line attempt toaccept their orders. For the sake of argu-ment, assume all of them but one do. Thecommanders who have accepted their or-ders then ride back to their commands.Even though the orders have been ac-cepted, each corps will not begin to func-tion until the corps commander enters thehex of his HQ. Note that he need not staylonger than move through the HQ’s hex—he must make an appearance.

    What of the guy who got a delay? Ashe rides back to his corps HQ, assuming ittakes a turn or more to make the trip, hemay attempt to reduce the delay. Even if hereduces it while en route, the orders still donot take effect until he enters the hex of hisHQ.

    10.0b Command Methods. In general,the command system works as follows: Thearmy commander, the player, uses his com-mand points to generate the orders hewants. He writes these on scratch paper andrecords them on the Order Log. The orderstake a given amount of time to arrive at thecorps HQ (based on the distance when theywere written). Upon arrival, the playerchecks them for acceptance. At this point,the orders may be delayed, distorted, oraccepted. Once accepted they must be actedon in good faith, even if game conditionshave changed. At the corps and divisionallevels, leaders may cancel or self-issueorders by using initiative. Initiative worksbest for its historically useful role of takingadvantage of fleeting opportunities or act-ing to forestall disaster. Overuse of initia-tive invites the application of the “loosecannon” rule which may cause a disaster,so use initiative sparingly and never as asubstitute for the order system of armycommand.

    10.0c HQ Units. HQ units share char-acteristics of both markers and combatunits. They serve an important control func-tion in the command rules. These unitsmove as leaders, do not count for stacking,have no ZOCs or combat ability, and re-

    main unaffected by morale results of unitswith which they stack (note: HQs in a stackwhich is forced to retreat because of a mo-rale or close combat result may retreat withthe stack at the owning player’s discretion).They never check morale on their own.Corps HQs which are overrun (have enemyunits enter their hex) are not destroyed, butdisplace to the nearest friendly stack of thesame command. In the following turn, theentire command of the displaced corps HQmust execute an emergency corps retreatand do a straggler check. When the ArmyHQ is overrun, it is flipped to its 'Move'side and placed with any friendly unit.Displacing the Army HQ does NOT causethe entire army to retreat. Generally, corpsHQ movement is strictly dependent on thecurrent orders of their corps. HQs may notmove without orders to move. If a corps hasorders, the HQ may move freely withinthem—separate orders covering the HQ arenot necessary. HQs may never be firedupon or destroyed.

    10.1 OrdersOrders are the heart of the main com-

    mand system of this game series. Playersprepare orders in writing as instructions tothe corps (generally) as to what they are todo. An order is not a hex by hex record ofmovement. It is the actual wording in thesame form as the historical orders.

    The general sequence of events in thelife of an order is as follows: The player’scommanding general has a number of com-mand points available based upon thatleader’s rating. The player uses these pointsas desired to pay for orders he wishes toproduce. Orders cost a number of pointsdepending on their exact structure and themethod of delivery. Write the order onscratch paper (the order sheet) and record iton the order log (a sheet of lined notebookpaper with the column headings listed onpage 1 of the Charts and Tables). Theplayer calculates the turn of arrival accord-ing to the distance from the army com-mander to the receiving corps HQ and re-cords that turn on the order log. On thatturn, he checks the order for acceptance.Once accepted, the order is implementedthe instant the corps commander re-entershis HQ’s hex. Leaders which have no HQs(such as divisional leaders) implementorders instantly upon acceptance.

    10.1a Order Structure—Type andMethod. Each order must be classified aseither Complex or Simple. A complexorder is one requiring movement to, into, oraround areas of enemy control or tacit con-trol (e.g. a gap) whether or not this move-ment will require combat. A complex orderallows offensive combat. A simple order isone that does not fit the conditions of acomplex order and it does not allow foroffensive combat. Note that simple ordersdo not preclude defenses. Be sure to re-

    member 10.1h Actions not requiring orders.Method refers to the physical structure ofthe order, i.e. either written out or oral inpresentation and to be delivered either byan aide or in person. All game orders arewritten on paper, but the player may chooseto issue “oral” orders to his units so as toexpend fewer points. Players can assembletheir orders as desired, as long as they as-sign each of the above elements. In personorders are always oral in method. Aidesmay deliver oral or written orders. Notethat in addition to affecting the cost of theorder, these factors influence the speed ofacceptance.

    10.1b Order Costs. As mentionedearlier, players write orders using commandpoints. Each army commander possess acertain number of command points basedon his leader rating. Order costs appear onthe Order Costs Chart. Determine the costof a given order by the point total of itsselections from each of the three categories(Method and Type). Each category musthave one and only one selection. Ordercosts must be payable in full with theplayer’s available command points. Com-mand points may not be saved from turn toturn and are wasted if unused. The fullallocation of command points is availableeach turn, and all, some, or none may beused. A player may write any number oforders in a turn as long as he has sufficientcommand points available.

    10.1c Order Format and Writing.Orders are written at the player’s conven-ience and in a manner in which the player iscomfortable and understands. The writtencontent of the order may be as detailed orbrief as desired as long as the player caninterpret his own orders so as not to makethem “pliable” and subject to changingmeaning based on circumstances. On theorder log, all orders must have an ordernumber (the line on the order log in whichthey are recorded) and information givingthe sender, receiver, order type and timesent. Complex orders also require a starttime or signal, a general direction or path ofmovement, and a reasonable limit endingthe operation. The player may skip writingthe start time or signal for such orders—ifno such specific detail exists in the order,the order must begin to be fulfilled immedi-ately upon acceptance and implementation.“Open-ended orders” (attack west!) are notallowed: they are much too vague.

    10.1d Order Records. Orders must berecorded on the Order Log (lined notebookpaper). The Order Log’s primary functionsare to remind the player of when to checkan order for acceptance and to give a con-cise location of the variables pertaining tothat order for purposes of acceptance. Theidea is for the order log to be a well organ-ized and efficient record of orders so thatthe player may check to see at a glancewhat orders are accepted, delayed, can-celled, or on the way. Also, the log allows

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    players to sift out the info needed for anacceptance check without hunting down theorder itself.

    Example: Order WritingThe following are all acceptable orders.Each was written with a minimum of detailto show the rough structure of orders andto convince players that no large amount ofwriting required:

    “Take your corps and move down the Bat-tery Road to the Thomas House. When youget there, set up a defensive line facingnorth.” (Simple)

    “Move via the Thomas House on the GreenRoad to attack the enemy in the vicinity ofthe Big Hill. Attack to capture the BigHill.” (Complex)

    “Move across the ford to the area south ofthe Big Hill, report to 2nd Corps HQ andawait further orders.” (Simple)

    “Attack along the Red Road toward the BigHill. Assist 3rd Corps in capturing the BigHill.” (Complex)

    “Move into position along side 3rd Corps,advance with them to cover theirflank.” (Complex)

    “When 2nd Corps attacks, attack to capturethe Blue House and cut the Big Road fromenemy use. When you get there, set up adefense straddling the Big Road facingnorth.” (Complex)

    10.1e Order Delivery. Orders may bedelivered by aide or in person. In persondelivery may only occur if the sender andreceiver are in the same hex. In personorders are received the turn they are sent.For orders to be delivered by an aide, thefollowing occurs. Calculate the number ofmovement points a leader would need toexpend to travel between the sender and thereceiver’s corps HQ. Divide this number by10 and round up any fractions. The result isthe number of turns the order will take intransit. Add this number of turns to thecurrent turn to determine the time the orderwill arrive and record this information onthe order log.

    10.1f Order Acceptance. Acceptanceis a measure of how quickly the receivingleader reacts to the new orders. Upon re-ceipt, orders may be accepted, delayed for anumber of turns, or distorted.

    The Acceptance process is as follows:Using the Acceptance Table, calculate theacceptance number according to the lineabove the table. Use the acceptance numberto determine the table column to use. Shiftthe Acceptance Table column one to theleft if the command rolling for accep-tance currently has any type of order.Roll two dice. The result is the acceptance

    of the given order and should be recordedon the order log. Note that even if the orderis instantly accepted, it does not becomeimplemented and usable until the receivingcorps commander touches base in his HQ’shex.

    Procrastination (optional) A playermay automatically check for acceptanceonly those orders received which are to beacted on in the next hour or less. Orderswhich are to be acted on more than onehour from the current time may not roll onthe Acceptance Table unless the receivingleader rolls for, and gets, initiative. If theleader cannot get initiative, the order cannotbe checked for on the Acceptance Tableuntil it becomes one hour or less away fromaction. The player may have the leadercheck for initiative each turn (until the onehour mark makes acceptance rolls auto-matic) to see if he can try to accept theorder.

    Delay. A delayed order is one that isthe subject of some foot-dragging or prepa-ration time before action. Once delayed, anorder becomes accepted by rolling one dieper turn. The phasing player makes this“Delay Reduction Roll” during subsequentCommand Phases starting on the turn afterthe Acceptance Table produces the delayresult. Alternatively, initiative or the receiptof another, different order may cancel adelayed order. The receipt of any new order(accepted or delayed) automatically can-cels any pending order (D1, D2), but leavesa previously accepted order in place untilthe new one is accepted. Two types of de-lay are possible, type 1 and type 2. Eachrequires a successful roll on one die toremove. Remove D1 on a roll of 1 to 2 andD2 on a a roll of 1. Once the delay is lifted,the order is accepted.

    Distortion. Distorted orders are com-pletely misunderstood and eliminated. Notethat distortion may occur even in in-personverbal orders.

    10.1g Following Orders. It cannot beoverstated that orders must be followed as

    originally intended, even though gamecircumstances may have changed. Theserepresent wartime combat orders in a soci-ety heavily influenced by notions of gloryand honor which may seem quaint today.Players should never rethink their ownorders to find loopholes which allow themto “get away with” something. Orders canbe followed with a modified degree ofenthusiasm (so as to avoid disaster), buttheir intention, scope, or original purposeshould not be altered. Players unable tocope with the responsibility and honestythis rule requires will probably want to playwithout the written order rules.

    10.1h Actions which do not requireorders. Many game functions do not eitherrequire orders or need be mentioned inorders to be conducted. These are (but maynot be strictly limited to):

    1. Officer movement and functions2. Fire, Close Combat, Straggler

    Recovery and Rally3. Supply trains and wagon functions4. Artillery functions such as fire,

    movement within radius, etc.5. Movement, facing and formation

    functions of units not requiring the move-ment of the corps HQ

    Note: Once a corps HQ is in position,it is literally “bolted to the ground” andcannot be moved short of new orders, ini-tiative, or an emergency retreat. HQs maymove along freely during the execution ofan attack order or other orders which re-quire movement—but are again bolted tothe ground when their orders are fulfilled.

    10.1i Pre-Set Orders. These ordersrepresent the commander’s initial plan ofaction for the battle. They are not required,but an excellent player may be able to winthe battle with these orders alone. Theplayer writes and logs these orders beforethe game begins and may make any numberof them at that time without regard to com-mand points. These orders are acceptedbefore the game begins.

    Example: Order Logging and Acceptance ProcedureThe player made the following entry into his Order Log:

    Number Arrival Time Receiver Sender Type Method Status1 10:00 Forrest Bragg Com AW

    This order, it tells us, will arrive at Forrest’s HQ at 10:00, was sent by Bragg, is a complexorder, was sent aide-written. Such an order would cost eight command points to write.

    It is now the New Orders Acceptance Phase of the 10:00 turn. The player notes that ordernumber one has arrived. He now checks for acceptance. Forrest is rated a four and Bragga zero. The dice roll on the Acceptance Table will be made on the 3-4 column (it is athree). Two dice are rolled, giving a seven. The result is D1. The player marks “D1”under the status column for order number one.

    In the next turn’s Delay Reduction Phase the player rolls one die for order one. He rolls atwo which means the delay has been reduced and the order is accepted. The “D1” understatus is erased and an “A” for accepted is written instead. As the first thing during move-ment Forrest makes a quick trip to move through his HQ’s hex and implements the newlyaccepted order. Forrest may now execute order one with his command.

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    are currently in delay status to that leader—only for different orders. An “iron-clad”rule to cover all potential variations on thistheme would be impossible to write, andplayers are advised to look into the “spiritof the rule” as opposed to its literal inter-pretation. A player must sometimes lookinto himself to determine the purpose of theorder he desires and its reason for being.

    Example: Getting InitiativeLet’s say Longstreet wants to get initiativeto do something. He has a rating of 2 whichgives him 2 initiative points. Lee has ananti-initiative of -1 which reduces the ini-tiative points to a 1. To get initiative,Longstreet must roll an 11 or 12 on twodice. If he manages to roll a 2, he becomesa loose cannon.

    Assume Longstreet blows his roll (he rolls a4). Hood, one of his division commandersnow wants to take charge and get initiativefor his division. However, according to10.2c, Hood is unable to try for initiativethis turn (since Longstreet tried for theentire corps) and will have to await thenext turn. If we assume the player triesHood on the next turn, and that he blows ittoo, the player would then be unable to useLongstreet to get initiative for Hood’s divi-sion, since Hood already tried.

    10.2g Loose Cannon. To recreate thehistorical tendency to avoid excessive ini-tiative (and, hence, lack of control), wehave introduced the concept of a “loosecannon.” Whenever a leader rolls for initia-tive and rolls a two, he becomes a loosecannon (he himself, and all assigned units,that is). Upon the leader’s becoming a loosecannon, the owning player must notify hisopponent of the fact and tell whether theleader has accepted orders currently (butnot what those orders are). The opposingplayer now issues an order to the affectedforce to move for one turn in the directionof his choosing. The owning player con-ducts the actual movement, but must followthe order issued by the enemy. This ordercancels any orders the affected force mayhave had, leaving it in a no-orders statusafterward. The movement may be an attack,retreat, or any other type of activity. Theowning player must follow this order with areasonable amount of gusto—leaders usu-ally do not drag their feet in executing theirown orders! This does not mean the com-mand must wreck itself in futile close com-bats, etc., only that a reasonable amount offorce be applied in execution. The opposingplayer cannot order the unit to attack unitson its own side.

    10.3 Corps Attack StoppageCorps Attack Stoppage represents the

    failure of an attack in the mind of the at-tacking commander. This type of failure

    10.2 InitiativeUnless specifically prohibited by the

    game rules, leaders may use initiative tocancel existing orders or acquire orderswhen they have none. It is the act of aleader giving himself orders. The playerhandles initiative orders like any other,except that they do not cost CommandPoints to create, do not need to be deliv-ered, and are automatically accepted. Corpsleaders must make a trip to their HQ toimplement orders given to themselves viainitiative. Note that in the case of loosecannon, the enemy player moves the corpsleader into the HQ’s hex, so that no footdragging occurs.

    10.2a A leader’s successful initiativeroll simultaneously cancels old orders andissues new ones. A separate roll for eachfunction is not required.

    10.2b Initiative orders, once given,must be followed like any other order,unless cancelled by more recent orders orfurther initiative use.

    10.2c Only Wing, Corps, and Divi-sional leaders may use initiative. The ArmyCommander may only issue formal orders.Furthermore, in a single turn, only oneleader may attempt to get initiative for agiven formation. Therefore, if a divisionalleader rolls for initiative, whether he gets itor not, the corps commander may roll forinitiative only for his other divisions. If theCorps Commander rolls first, divisionalcommanders under him may not roll at all.It is usually best to work from the bottomup when rolling for initiative, just so theplayer does not inadvertently close anydoors!

    10.2d Getting Initiative. First, deter-mine the number of Initiative Points aleader has available. IPs equal The Leader’sRating + any Anti-Initiative Ratings givenin the game rules which affect the givenleader that is, all those above him. Use thistotal to determine which column to use onthe Initiative Table. Roll two dice. If thedice roll equals the number on the table ormore, the leader has initiative. If, however,a 2 is rolled, the leader becomes a “loosecannon,” see 10.2g below.

    10.2e Anti-initiative. Corps and armyleaders may be given anti-initiative ratingsin the game rules to limit initiative use. Ifnone are given, the assumed value for allleaders is 0. A leader’s anti-initiatives re-main in effect if he becomes a casualty or isoff map for whatever reason. See also10.6d.

    10.2f Initiative-Based Orders. Initia-tive only bypasses the normal acceptanceprocedure. Players must still record andfaithfully follow initiative-based orders , asthey would any other order. Note that lead-ers may assign divisional goals may beassigned in this way. Initiative may not beused to issue a commander orders which

    occurs frequently because the commanderis surrounded by the dead and wounded ofhis attack, the chaos of the rear of the battleline, and many exaggerated reports of thegrim events on the front. He is, much morethan the game player, reluctant to push theattack down to the last man.

    10.3a For any command executing anattack order, beginning with the first Com-mand Phase following the first turn inwhich any units of the attacking force arefired upon by infantry or cavalry units, thecommand must make a Corps Attack Stop-page check. A player may never voluntarilyfail a Corps Attack Stoppage roll. In gameswhere a corps command structure does notexist and no “wing” replacement is made,use 10.3d at all times.

    Procedure:Make this check on the Corps Attack

    Stoppage Table. Cross index the number ofwrecked divisions in the corps against thetotal number of divisions currently (i.e.,count attached ones) in the corps. Theoriginal corps commander, if killed,wounded, or reassigned to a higher com-mand during the game, counts as an addi-tional wrecked division. This number indi-cates the column of the next table. Crossindex this number with the current corpsleader’s rating. The number then found isthe minimum roll required on two dice topass the check.

    10.3b Results of Corps Attack Stop-page Checks. If its commander passes thecheck, the corps continues to attack asbefore. If he fails, the corps must stop theattack and await new orders. The owningplayer may retreat the corps for one turn, ifdesired. After this free retreat, the corps HQmay not move again until it receives neworders or executes an emergency retreat.Note that regardless of whether the corpsHQ retreats, all units of the corps must beoutside small arms fire range of any enemyunits at the end of the Movement and CloseCombat Phase of the turn in which theAttack Stoppage occurs. After it meets thisrestriction, the corps would require neworders to re-engage the attack. Units foundto be violating this restriction are retreatedby the enemy player the number of hexesrequired to be out side of small arms range.

    10.3c If wing formations exist in thegame, check the game rules for any specialconditions which apply Corps Attack Stop-page to these command structures.

    10.3d Divisions of a corps which areoperating on the map before the arrival oftheir corps HQ make Corps Attack Stop-page checks normally except that corps sizeis determined using only those divisionsactually on the map. If any division com-manders in such a situation are killed orwounded, add one to the wrecked divisiontotal. Divisional stoppage does not equalcorps attack stoppage. Therefore, should

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    the corps HQ (and presumably other divi-sions of the corps) enter the map later withattack orders, the stopped divisions on mapmust join in the corps attack orders (afterthe division commander reenters commandradius, that is).

    10.3e Divisions acting on divisionalgoal attack orders must roll as outlined in10.3d, as a corps consisting of one divisionwhich is either wrecked, or not. Any CorpsAttack Stoppage by the parent corps has noeffect on divisions acting on divisionalgoals—they continue their attack and rollseparately.

    10.3f Any attack stoppage roll made atnight receives an additional -3 modifier.

    Example: Corps Attack StoppageProcedureAfter its first turn in rifle combat an attack-ing corps must check for stoppage. Thecorps has 3 divisions and none of them arewrecked. The corps commander is fine andenjoying the fruits of his labors. He is ratedas a 3.

    Checking the Corps Attack Stoppage Table,the player determines that he must roll onthe 1 column of the second table by cross-indexing 3 divisions in corps with 0wrecked divisions. Since the leader is a 3,the second table tells him that he must rolla 3 or more to pass. He does this handily.

    Several turns of bloodbath later, we findthe same corps with all three of its divisionswrecked and the corps commander on hisway to discover the miracles of Civil Warmedicine with a sucking chest wound (hewon’t make it, but that’s beside the point).This time the first table generates a column4 for the corps (3 wrecked divisions plus 1for the commander cross-indexed with 3divisions in the corps).

    The second table generates a required diceroll of 11 or more (Column 4, the newcorps commander is a 1), which the playerfails miserably. Had this roll been requiredat night, he would have had to roll no lessthan a 14 on two dice—in other words, hedoesn’t stand a chance.

    10.4 Emergency RetreatWithout orders or initiative, any corps

    or wing formation may execute an“emergency retreat.” This formation mustbe under a threat of being surrounded ordestroyed, or a command might have anemergency retreat forced on it by someenemy action—such as having its HQ over-run. The judgement of when this is appro-priate is in the hands of the owning player(except in the latter, forced case). Unitsdoing so immediately accept de facto or-ders to retreat one turn’s movement to therear—that is, the corps HQ may retreatfrom 6 to 13 MPs, with other units follow-

    ing as they are able. The exact number ofMPs retreated by the HQ is in the hands ofthe owning player; units need only movefar enough as to remain within commandradius—which might mean little or noactual retreat for some units. He may use(or not use) roads, etc. as he wishes. Re-member, this retreat is a controlled com-mand event, not a rout. Upon completion ofthis one turn’s movement, the formation isconsidered without orders. Further emer-gency retreats may be conducted if theformation’s safety remains in, or againenters, doubt. Any orders the retreatingcorps may have had are negated and thecorps must accept new orders to conductthe same or other operations. The sameemergency corps retreat rules and condi-tions also apply to units which are inde-pendent or under divisional goals.

    Game rules may assign a victory pointpenalty for this maneuver. In addition toany victory point damage done by emer-gency retreats, all sub-units within the re-treating formation must conduct a strag-gler check upon the decision to conduct anemergency retreat. Make this check on thelesser of the two Straggler Table columns,the 1/2 to 1 fire loss column, and apply anyappropriate modifiers.

    Note that the direction of an emer-gency corps retreat is not affected by thestandard retreat rule (5.1) since it is a vol-untary movement.

    10.5 Below Corps Commandand Control

    Two methods exist for controllingunits below the corps level. The first andmost common is for units to remain withinthe proper command radius of their divisioncommander and/or corps HQ, in which case

    they may move and fight as desired as longas they do not violate the spirit of the cur-rent corps orders. The second is the use ofdivisional goals which frees units fromcommand radius by assigning them ordersdirectly.

    10.5a Command Radius. Check com-mand radius at the very beginning of theMovement and Close Combat Phase; unitsin radius at that time are considered to be inradius for the rest of the phase. (But notethat attackers in close combat must bewithin command radius at the moment of aclose combat, as per 23.1b). Calculate com-mand radius distances in the movementpoints a leader would need to travel fromone point to another. The points involveddepend on the type of unit and level ofcommand radius involved. In countingmovement points, only those hexes afriendly leader could move through can beused. Therefore, impassible terrain, enemyunits and EZOCs affect command radius.Friendly units negate EZOCs for this pur-pose. Units expected to be within commandradius (not under divisional goals or armyorders), but which aren’t, must expend alltheir available movement to reenter radiuseach turn until they do so.

    A. Brigade to Division Radius. Bri-gades must always be at or within 4 MPs oftheir division commander. For a brigadewith extended lines, only one hex of thebrigade line need be within range.

    B. Division Leaders, Artillery Units toCorps HQ Radius. At a range of 8 MPs orless from their corps HQ, these units andtheir subordinates function normally. Nounit may move intentionally (with the ex-ceptions below) outside this range. Notethat command radius may extend a maxi-mum distance of 8 MPs between a corpsHQ to a divisional leader and then a further

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    4 MPs to the brigade from the divisionleader. Units need not be within any re-quired range from the army HQ.

    C. Command Radius and Order Ac-ceptance. When a corps accepts orders,divisions and other corps units within ra-dius of the HQ must immediately imple-ment the orders which the corps received.Divisions must maintain their previousorder until they are within command radiusof their Corps HQ, if out on a divisionalgoal or coming on as reinforcements. Or-ders do not need to be issued from the corpsHQ to units as long as they are within ra-dius.

    10.5b Divisional Goals. A divisionalgoal is an order to conduct a specific task ormission given a division (or cavalry bri-gade) which allows it to function beyondnormal command radius.

    A unit following divisional goals isexempt from normal command radius(distance to corps HQ for divisions, dis-tance to division commander for cavalrybrigades).

    Division, corps, wing, and army com-manders may assign divisional goals. Com-manders may assign goals to their cavalrybrigades or artillery units. You may assigngoals when the appropriate leader (i.e. onethat is in the unit’s chain of command)stacks with the division commander (oractual unit, in the case of a cavalry brigadeor artillery unit). Usually, divisional goalsare assigned using initiative. The armycommander, however, sends them directlyto the division commander like any otherorder using Command Points and accep-tance. A division’s own commander may“self assign” a divisional goal by a usinginitiative. Lastly, divisional goals may beassigned as a part of orders accepted by thecorps from the army commander—in ef-fect, he tells them to do X and Y, and whilethey’re at it have division A screen Z.When a corps accepts such an order, thedivision automatically accepts the divi-sional goal (provided it is within commandradius and not out under some other divi-sional goal).

    Divisional goals created by initiativeare automatically accepted when given andmay be acted on immediately. Those sentas orders from the army commander mustundergo normal order acceptance. Goalssent as orders to individual cavalry brigadesor artillery units use a receiver rating of 2.

    Jot down divisional goals so they maybe properly followed.

    A divisional goal must be followeduntil A. the division reenters commandradius and the player wishes to remove thedivisional goal and revert back to normalcorps orders, B. the divisional goal ischanged by initiative, or C. the division isissued another divisional goal by an appro-priate source.

    Units attacking under divisionalgoals must always check for Attack Stop-

    page as “corps of one division” with thedivisional commander counting as acorps commander would if he is a casu-alty.

    Artillery units may be given divisionalgoals by their commanders and higherleaders. Handle artillery goals in the sameway as any other. Division commandersmay not assign divisional goals to artilleryunits—unless the artillery unit happens tobe part of the divisional leader’s division.

    10.5c Independent and DetachedUnits. Certain units in the game are listedas “independent.” Independent units arenever bound by radius restrictions, neverneed orders, and are always considered tobe in proper command. Detached units, onthe other hand, have their status determinedby the player. A player may detach divi-sions to the control of other corps. Thearmy commander must issue an order tothe owning corps commander to detach adivision (with instructions about whichcorps the division will become assigned to).Once detached, these units function nor-mally as part of the corps to which they areassigned. Generally, only divisions may bedetached and they must be detached as awhole. Game specific rules may put limitsupon the ability of the player to detachunits or allow detachment of individualbrigades. Artillery units may be attached toa specific division and function as one ofthe division’s brigades. Cavalry brigadesmay be detached from their parent divisionsand reassigned. The owning player jugglesdetachments and reassignments during anysegment of his Command Phase. Changethe ownership of troops at that time, ifdesired, by simply making a note of thechange. Each game may provide specialrules regarding detachments.

    10.5d No Corps Organization? Ingames where there is no functioning corpsHQs or when divisions are off on divisionalgoals, the divisional commander functionslike a corps HQ. He is bolted to the groundwhen there are no orders requiring move-ment (just like a corps HQ). When this ruleis applied, the divisional commander isfreed from the “must stack with one of hisbrigades” restriction.

    10.6 Army CommandThese rules restrict what the army

    commander can do and reduce the flexibil-ity (also give meaning to) the army HQ.

    All these rules exist to counter playertechniques seen in many games over theyears.

    10.6a Army HQ Movement. The armyHQ can only move if it has orders to do so.The orders must require the HQ to move toa specific hex. These orders (AO type forpractical purposes) must come from thearmy commander while he is stacked withthe HQ. The HQ accepts these orders as ifit was a leader with a 2 rating. The Army

    HQ cannot use “initiative” to move itself.The army HQ is considered to be

    ‘moving’ from the moment its accepts anorder to move until it has accomplished thespecified movement and has been in thedestination hex for one entire game turn.

    While moving, the HQ cannot issueany orders, nor can it ‘recharge’ the armycommander’s IPV allowance (see 10.6b).

    10.6b Army Commander Orders.There are only two ways the army com-mander can issue orders: IPVs while awayfrom his HQ or AO/AW ones sent from thearmy HQ (with the one exception in 10.6cbelow).

    The army commander has an IPVallowance. He can leave the Army HQfreely to make an IPV order. However, onlyone such order to one recipient will expendthis IPV allowance. He can recharge thisallowance by spending one complete gameturn in the (non-moving) Army HQ’s hex.This use and recharge process can happenas many times as the player desires duringthe course of a game. With the exception of10.6c, the army commander can never issuean IPV while in the HQ’s hex.

    While stacked with his (non-moving)HQ, the army commander can issue AO/AW orders as desired (note that he cannotdo this while away from the HQ).

    10.6c Conferences. The Army com-mander can conduct one “conference” inany given historical day. To hold a confer-ence, move all the desired corps command-ers to the army HQ’s hex. The army com-mander can then issue an IPV order to theentire group (the same order is received byeach attendee).The order cost is that of asingle order of the type issued.

    11.0 FormationsCombat units generally have two

    formations which they can adopt, one bene-ficial to movement and the other to combat.Leaders, HQs and Wagons have only oneformation. A unit may never be in morethan one formation at a time. Units gener-ally change formation only during thefriendly Movement and Close CombatPhase; at other times formation may changeafter combat results. Some morale resultsmay cause a formation change as part of theexecution of the result. When voluntarilychanged during movement, formationchange costs one or more movement pointsas given on the Movement Chart. Someformation changes may occur in hexesadjacent to enemy units. However, suchchanges may initiate a free fire combat byall enemy units within range and LOS(provided they are otherwise able to fire) onthe changing unit in the old or new forma-tion, as chosen by the enemy player. Artil-lery must limber to execute any retreatresult from the Morale Table. Such limber-ing in a ZOC or close combat requires a rollon the Gun Loss Table.

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    11.1 Available FormationsInfantry units may be in line or col-

    umn. Cavalry units have a line and amounted formation. Artillery units may beeither unlimbered or limbered.

    11.2 Effects on MovementEach formation/unit type is assigned

    its own movement allowance on the Move-ment Chart. Line formations may not usebridges to cross rivers and creeks, but maycross at fords. Units in column, mounted orlimbered formation may cross rivers andcreeks using bridges at no additional cost.Unlimbered batteries cannot move. Notethat both the movement point allowanceand point costs for terrain vary according toformation.

    11.3 Effects on Fire CombatCertain formations may not conduct

    fire combat and others are limited in theirabilities to do so. These restrictions aregiven on the Formation Effects Chart. Unitsin column or mounted have the option ofautomatically switching formation whenfired upon (after the fires are resolved).Such a formation change does not initiatefurther fires upon the changing unit.

    11.4 Effects on MoraleAs recorded on the Morale Table,

    certain formations receive modifiers whenmaking morale checks.

    12.0 StackingStacking is the placement of more

    than one unit to be in a single hex. Stackingand unstacking have no effect on move-ment. Stacking is enforced at the end of anyphase containing movement of any sort.Units may temporarily over-stack duringmovement without additional movementpoint costs. Stacking is enforced for eachside independently of each other during theconduct of close combat.

    12.1 Restrictions on StackingNo more than three A fire levels and

    10 gun points may ever stack in one hex atone time. Stacks may be adjusted by thephasing player at any time during his nor-mal movement, or by either player after theconclusion of a close combat.

    12.2 Effects on MovementUnits may move as a stack as long as

    each unit’s movement allowance and pointsspent remain independent of others in thestack. When moving on a road, each unitmust move individually and may not end itsmovement stacked with another unit whichalso moved on the road in that phase and isstill in column, mounted, or limbered for-mation.

    Optional: Players may get a moreaccurate road column if they allow no morethan a B fire level to be in column alongany given hex of road. In other words, anAB unit would require three hexes of roadspace. Use extended line markers to showthis column—place the actual unit at thehead and mark each following hex with anextended line with the arrow pointing for-ward. Furthermore, each wagon or artilleryunit must take up one full hex of roadspace. Thanks to D. Burrell for this easy touse adjustment. Its effects are interestingand should be tried by all serious players.

    12.3 Effects on CombatOnly one A fire level and 5 gun points

    may fire out of a single hex. This totalincludes all hexsides through which firetakes place. The same limit applies to closecombats. Only the top unit in a hex is thetarget of fire combat (Exception: artilleryunits may engage enemy artillery selec-tively regardless of its position in a stack.)Note that the total available to fire from ahex is counted from the top unit down—therefore, in a hex with an AB, an A, and 5gun points, the first unit can fire an A andthe gun points may fire; no greater combi-nation is allowed. If the top unit is less thanan A fire level, the next unit in the stackmay add its strength to the fire, and soforth, so the stack can fire up to the A firelevel limit. The top target unit provides anyapplicable modifiers to the fire combat forthe target stack.

    12.4 Effects on MoraleThe top unit in a stack provides the

    morale level for the stack, and this moralelevel applies whenever a morale check forany of the stack’s units is required. The topunit is also the basis for the assorted moralemodifiers affecting the stack during moraleand straggler checks. Stacks can have butone morale state, marked by the moralemarker atop the stack. When units in differ-ent morale states stack at the end of move-ment, or anytime during a retreat (with theexception of displacement), they adopt theworst morale state of any of the parts of thenew stack—this rule does not apply whenunits momentarily stack during movement.

    12.5 Effects of Over-StackingWhen discovered, an over-stacked hex

    is treated as follows: The stack automati-cally becomes disorganized. If alreadydisorganized, it is routed. Overstackedhexes must be broken up in the next avail-able friendly Movement and Close CombatPhase. Routed units may move one hex toaccomplish this. Repeat as needed.

    13.0 FacingAll troop units must be aligned so as

    to “face” a hex-side. All units in a given

    hex must face in the same direction. Facingdefines the front and Flank/Rear of eachstack of units and can have critical effectson the outcome of fire combat and moralechecks.

    13.0a A target receives the flank firemodifiers to the Fire Combat and MoraleTables if at least one of the attacking units’fires enters via a flank or rear hex or alongthe hexside dividing front from the flank/rear hexes. Note that in this latter case, thedefending unit could not fire upon the unithitting it along the hexside. A unit blocksenemy fire directed along the hexsidesdefining the hex it is within—in otherwords, fire cannot be directed along a hex-side of an enemy held hex into the flank ofanother enemy unit.

    13.1 Changing FacingFacing change never costs movement

    points. Any amount of rotation is allowedin a single facing change. EZOCs have noeffect on the ability to change facing. Fac-ing may be altered at will by the phasingplayer during his normal movement, or byeither player after close combat or at theend of a retreat caused by a Morale Tableresult. Note that facing changes allowed thenon-phasing player by participation in closecombat occur after the full resolution of theclose combat.

    13.2 Effects of Facing onMovement and Combat

    A unit or stack of units may only fireand conduct close combats through itsfrontal hexsides, exclusive of the boundaryhexsides—a unit may not fire directly to theright or left. A unit or stack may receivefire or defend against close combats fromany direction.

    14.0 Zones of ControlTroop units in line formation or

    unlimbered artillery units have Zones ofControl (ZOCs) in the hexes adjacent totheir frontal hexsides. Routed units neverhave ZOCs. ZOCs of enemy units are re-ferred to as Enemy Zones of Control orEZOCs.

    14.1 Effects of EZOCsA unit that enters an EZOC during

    movement, and does not wish to enter anenemy unit’s hex to conduct a close com-bat, must cease all movement for thatphase. Entering an EZOC does not costextra movement points, but any remainingpoints are lost (unless the unit moves for-ward into close combat, in which case, theremaining MPs are retained). Units mayfreely exit any EZOC they occupy at thebeginning of their movement, as long as thefirst hex entered is either a close combat ordoes not contain another EZOC. Exiting anEZOC, subject to the above restrictions,

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    does not cost movement points or incur fireof any sort. Units may freely ignore onehex of EZOCs (regardless of how manyunits contribute to the ZOCs in the hex) inorder to enter a close combat. In this onecase, the hex entered immediately after thenegated EZOC hex must be the close com-bat attack hex.

    14.1a Units forced to retreat into anEZOC by morale results automaticallydraw fire from all units who have a EZOCin the hex entered (except for the first hexof retreat out of a close combat). This doesnot affect the firing unit’s ability to fire atother times in the turn. The target unit maynot return fire in any way.

    14.1b Friendly units negate EZOCsthey occupy only for purposes of tracingcommand radius and supply. Units attack-ing in close combat may trace through oneadjacent hex containing EZOCs for pur-poses of command radius.

    14.2 Terrain Effects onZOCs

    ZOCs enter all frontal hexes regard-less of the terrain of the hex or hexsidecrossed.

    15.0 Retreat andFormation ChangeFire Generation

    If, during combat resolution, a poten-tial target unit is forced to retreat beforereceiving fire, it may not be fired upon. Ineffect, it gets off easy.

    15.0a A unit that retreats into anEZOC hex draws fire from all units whichthe owning player desires who have a ZOCin the hex. Units which are retreating froma close combat are exempt from this retreatfire for the first hex of their retreat.

    15.0b Whenever a unit changes for-mation adjacent to an enemy unit duringits regular movement, it is fired upon by allavailable enemy units (which exert anEZOC into the hex in which the unit ischanging formation). Artillery limberinghas its own rule below 15.0d. Note that thisrule is intended to affect only those unitswhich change formation under their ownpower—not as the result of fire combat ormorale. The unit receiving fire is consid-ered to be in the least beneficial of the twoformations involved for the fire combat.After the resolution of this fire, finish theformation change. The unit may continue tomove (if it wasn’t routed in the fire com-bat).

    15.0c Infantry/Cavalry brigades incolumn/mounted formation may change toline formation freely after the resolutionof a fire combat against them, and such aformation change does not cause anotherattack under the provisions of 15.0b. The

    owning player may execute this “free”formation change at his option.

    15.0d Artillery Units are subject toseveral special conditions when changingformation. Artillery units can never unlim-ber in an EZOC. Any artillery unit whichunlimbers (which cannot be in an EZOC) isfired upon by all otherwise qualified enemyunits at or within 2 hexes (including allartillery, infantry and cavalry units (givenLOS and facing); the target unit’s positionin a stack does not matter). The target inthis case is still considered to be in lim-bered formation until the fire combat isresolved. Artillery which limbers neverdraws fire, but rolls on the Gun Loss Tableif doing so in an EZOC.

    16.0 MovementDuring each player’s Movement and

    Close Combat Phase, the phasing playermay move as many or few of his units as hedesires. During the Movement Phase, eachappropriate unit may move as many or asfew hexes as desired within the unit’smovement allowance and any restrictionsplaced on the unit. Non-phasing playerunits cannot move during the phasingplayer’s movement phase (except due tomorale results). Fire Combat, other thanthat in Close Combat or triggered by forma-tion change in an EZOC, does not occurduring the Movement and Close CombatPhase.

    Procedure:Move each unit individually or as a

    stack maintaining its running movementallowance as movement points are ex-pended. This movement must follow acontiguous path through the hex grid. Unitsmay move in any direction or set of direc-

    tions, but must always be in only one hex ata time.

    16.1 How to Move Units16.1a During a Movement Phase, a

    player may move all, some or none of hisunits as he desires.

    16.1b Movement is calculated usingMovement Points. Each unit expends anumber of movement points for each hexentered or hexside crossed according to theMovement Chart. Keep a running total ofthe number of movement points a unit ex-pends as it moves. If a unit’s movementallowance changes according to formation(e.g. mounted and unmounted cavalry),calculate movement point expendituresproportionally and round fractions of .5 ormore up, round fractions of .49 or lessdown.

    Example: A unit has 12 MPs in one forma-tion and 6 in another. While on its 12 side,it expends 9 MPs (the 9 MPs includes theactual cost of formation change) and thenflips to its 6 side. It has expended 9/12 of itsavailable movement allowance which isthen applied to its 6 MP allowance giving4.5 which is rounded to 5. The unit has 1MP remaining. Conversely, the same unit ismoving on its 6 side and uses 4 MPs(again, this includes the cost to changeformation). This would be a proportion of4/6 applied to the 12 MP allowance wouldleave 4 MPs.

    16.1c Each unit has a movement al-lowance, based on unit type and formation,given on the Movement Chart. This is thenumber of movement points available tothe unit in a given phase.

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    16.1d Movement allowances are com-pletely independent of each other and ex-penditures of one unit do not affect others.Movement points and allowances, even ifunused, may not be transferred from unit tounit or saved for future use.

    16.1e A unit starting the movementphase with movement points but havinginsufficient MPs to enter any adjacent hexmay always move one hex. This one hexmust not be into a hex that is prohibited,across a prohibited hexside, or into a closecombat.

    16.2 Terrain Effects onMovement

    As per the Movement Chart, each hexand hexside feature in the game costs avarying number of movement points toenter or cross. A moving unit must pay thetotal required cost before entry, with the“one hex movement” exception above in16.1e.

    16.2a The moving unit may use roadsonly when crossing a road hexside to entera given hex. A unit may pay the road move-ment cost and ignore other features in thehex or hexside crossed.

    16.2b A hexside feature that must becrossed and is not negated by a road addsits cost to that of the hex being entered.

    16.2c Units may not enter or crossprohibited hexes and hexsides. Units forcedto do so are destroyed.

    16.2d Forest hexes affect movement ifthey contain at least two complete treesymbols. The entire hex (including hex-sides) blocks LOS if the above is true.

    16.2e A unit crossing a hexside whichis both an elevation change and a slope orextreme slope pays the movement pointcost of the most expensive of these fea-tures. These are not cumulative.

    16.3 Restrictions onMovement

    16.3a Hexes containing enemy groundcombat units may only be entered by afriendly unit executing a close combat.

    16.3b Only friendly units move duringthe friendly movement phase. Enemy unitsmay be forced to retreat as the result ofcombats; this is not considered movementper se and is resolved immediately after thecombat is resolved. Retreat movement isnot calculated using movement points.

    16.4 Effects of Friendly UnitsGenerally, friendly units have no

    effect on the movement of other friendlyunits until the stacking rule is enforced atthe end of movement. Units do, however,assume the worst of any mixed moralestates in the hex where they are stacked atthe end of their movement.

    16.5 Effects of Enemy UnitsExcept in close combat, no friendly

    unit may ever stack with an enemy unit.Moving units that enter EZOCs must ceasemovement for the turn, unless the next hexthey enter is occupied by an enemy unit andthe moving unit desires to conduct a closecombat.

    16.6 ReinforcementsReinforcements arrive at the time and

    entry area listed in the scenario or arrivalschedule for the given game. Reinforce-ments may not be delayed, ignored, orredirected in anyway. They may arrive inany formation.

    Move reinforcements onto the map asif they were in a long column extending offthe map from the entry hex out. The firstunit in the column counts the entry hex asits first hex of movement, the next in linetreats it as the second and so on. If the entryhex is a road, the same sort of road is as-sumed to extend off the map and the rein-forcements are in column along it.

    Should an entry hex be blocked byenemy units or their ZOCs, reinforcementsmay arrive anywhere along the map edge ator within 10 hexes from the blocked hex. Ifone or more hexes of this zone is alsoblocked by enemy units, add that number ofhexes to the outside edges of the zone (ifthe basic 21 hex zone—10 on either sideplus the original blocked hex—has anotherfour hexes blocked, the zone would be 29hexes wide). When reinforcements areforced to use this entry zone method, allreinforcements enter as if they were just offthe map edge and are no longer in a queueawaiting entry (they have deployed). Sup-ply trains (which require a road to moveon) may entry on any available road hex inthe zone or delay arrival until the originalroad entry hex is cleared for entry on theowning player’s choice. A player cannotuse this “blocked entry rule” voluntarily—the enemy must block the original entry hexwith a unit or a ZOC to allow this rule to beused.

    17.0 Extended LineExtended Line is a unit which allows

    large units the ability to bring more of theirfirepower to bear. Extended line markersliterally move out from the parent unit (orback again to return). These extended linesthen behave exactly as any other combatunit except that at the end of every phasethey must be adjacent to their parent withthe arrow on their counter unambiguouslyidentifying the parent. The arrow restrictionis not meant also to restrict facing; it isonly a method of identification.

    Note the ramifications of the above:Extended lines have the same facing, move-ment, morale, combat ability and targetcharacteristics of any other unit of the same

    type. Extended lines may never be in“Column” or “Mounted” formations. Aslong as both players understand whichextended line belongs to which parent, the“arrow restriction” does not affect the fac-ing of an extended line in any way.

    17.1 Restrictions onExtended Line

    Infantry and Cavalry units in Lineformation with at least a B fire level mayextend line. Larger units may extend lineinto two hexes. No unit may ever havemore than two extended lines attached to it,and extended line markers may never ex-tend line or stack with other extended lines.Fire levels must be evenly divided betweenthe parent and any extended lines—withany excess in the parent’s hex. No extendedline marker may ever exist without at leasta C fire level.

    17.2 Effects of ExtendedLines

    17.2a Extended lines behave as anyother line unit, with the additional require-ment to be adjacent to the parent unit at theend of each phase. Extended lines fire,move, close combat, and have morale aswould any unit. Morale results affect onlythe portion of the unit actually checking formorale, unless the extended line is reab-sorbed and then the regular morale effectson stacking are followed. If any part of anextended unit is routed, the entire unit mustcollapse into the parent’s hex and berouted.

    17.2b Some morale results (notablyretreats of 2 hexes) separate extended linesfrom their parent units. In such cases, thenon-retreating portion of the unit must alsoretreat far enough (usually one hex) tomaintain contact with the retreating part,and the unit displaced in this manner has itsmorale state worsened by one level. Theextended line may never “circle” the parentto avoid causing this displacement. Artil-lery under the non-retreating portion of theline has no effect on the above. Artillery insuch a circumstance need not retreat withthe line if the player wishes it to remain inplace.

    17.2c Extended lines rally as separateunits.

    17.2d After subtracting losses, applyany required reduction in fire levels to theunit as a whole, and divide remaining firelevels evenly among the parent and allextended lines. If the unit no longer hasenough strength to support the extendedlines it may have, eliminate one or moreextended lines until the unit can supportthem and place the parent in any of theoriginally occupied hexes as desired.

    17.2e Each part of a brigade in ex-tended line becomes Low Ammo sepa-rately. Should the brigade reform in one

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    hex, then the brigade is Low Ammo. Onlyone supply point is required to resupply abrigade, regardless of extended lines.

    18.0 Forced MarchForced march is a method of increas-

    ing the speed of marching troops; the costis additional stragglers.

    18.0a Only infantry in column mayuse forced march. Units must be in column

    at the beginning of their movement andmay not change to line at any time duringthe current phase. Disorganized or Routedbrigades may never force march.

    18.0b For one set of two (2) extramovement points, first roll on the 1/2-1Straggler Table with appropriate modifiers.After taking any straggler losses, the bri-gade may use the extra MPs.

    18.0c To gain a second set of twoMPs, roll on the Straggler Table. This timemake the roll on the 1 1/2+ column. Nomore than this total of four MPs may begained by forced marching.

    19.0 Line of Sight (LOS)Line of Sight (LOS) is the determina-

    tion of whether two units can see and fireon each other. LOS rules cause most play-ers enough problems that they go eitherwith house rules or by the “seat of theirpants.” The following is an attempt to givea determination method to be used for bor-derline cases—when players disagree. Ingeneral, LOS tends to be straightforward—it is either blocked or it isn’t—but somecases defy easy decision. Use the followingin those cases.

    Note that In CWB v3.0, the effect of Forestfor movement and LOS is hex-based, notsymbol based (see 16.2d). For games withthe New-style Graphics (In Their QuietFields II, April's Harvest, Champion Hill,Gaines Mill, Seven Pines, Malvern Hill,Three Battles of Manassas, and StrikeThem A Blow) any hex that contains atleast two complete tree symbols is consid-ered to be a forest hex. For older games, ahex is considered to be Forest if 50% ormore of the hex has the forest symbol;otherwise it is Clear.

    19.1 General RuleThe map’s hexes are color coded as to

    their elevation level. The relationship ofthese levels is given on the Elevation keyon the map. The level of the hex representsthe elevation of the center of the hex. Con-sider elevation changes as gradual changes,not as abrupt right-angles as if formed by“layer cake” blocks of terrain. LOS is de-termined from the center of one hex to thecenter of the other. Features intersected bythis line may block LOS; those features noton this line will not. The elevation of ahexside is considered to be half the change,if any, between the adjacent hexes, added tothe elevation of the lower hex.

    19.2 Determining LOS19.2a Rules of Thumb. Higher terrain

    than both firer and target always blocks.Same elevations as the higher of the twohexes blocks if it is separated from thehigher hex by elevations lower than itself orthe unit can be considered to be behind the

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    crest of a ridge or hill. Terrain of elevationbetween the two hexes’ elevations (if dif-ferent) blocks if the mid-way elevation iscloser to the lower one and is separatedfrom the higher by elevations lower thanitself. If the rules of thumb do not decidethe issue, follow the below.

    19.2b Terms and Conditions. eleva-tion—Elevation of terrain including anymodifiers, such as trees, buildings, or units.(See 19.3b) Elevation—The unit’s eleva-tion, e.g., the elevation of terrain ignoringany modifiers.

    19.2c Algorithm. Decide if each line istrue or false and proceed as indicated.Given unit A and unit B (A and B) regard-less of which is the firer or target, and astraight line connecting the centers of thehexes of each unit (the LOS) which contin-ues past both points. Terrain is only a con-cern here if it lies on the LOS line itself,either between the units or past them.

    1. No terrain of higher elevation thanA’s and B’s Elevations exists betweenthem.T: Next line. F: LOS is blocked.

    2. A and B have the same Elevation.T: LOS is not blocked. F: Next line.

    3. Allow A to have the higher Eleva-tion of the two. Terrain exists between Aand B of elevation the same as A’s Eleva-tion.T: Next line. F: Go to line 6.

    4. This terrain of the same elevation asA’s Elevation is separated from A by lowerElevations.T: LOS is blocked. F: Next line.

    5. Either a lower Elevation is closer orthe same distance from A to B, than past Aor higher Elevations exist past A beforereaching lower Elevations.T: Next line. F: LOS is blocked.

    6. Terrain exists between A and B thathas an Elevation higher than B’s but lessthan A’s, is closer to B than A, and is sepa-rated from A by Elevations lower thanitself.T: LOS is blocked. F: LOS is not blocked.

    19.3 Effects and Restrictions19.3a LOS is determined in all cases

    to be either blocked or not blocked.Blocked LOSs do not allow fire combat tooccur between the hexes in question. LOSswhich are not blocked allow fire combat inboth directions. LOS has no other effects.

    19.3b Certain terrain features add oneto the elevation of a hex in determiningblockage. These are forest, orchard, andurban hexes. These hexes add if any part ofthe hex (including all that hex’s hexsides) iscrossed. Note that urban hexes do not affectLOSs that skirt their hexsides, unless both

    hexes are urban. These features add one tothe level of the hex for LOS purposes. Theydo not add to the elevation of units in a hex.Buildings and other minor features areincluded purely for historical interest,and—unless marked as urban terrain—never affect LOS.

    19.3c Units may always fire into orout of, but not thr