Welcome to the Civil War. Read this before your first game.
1. THE GEOMETRY OF WAR
Anatomy of a Regiment
Your infantry regiments are made of several rectangular wooden bases (called Stands). A typical regiment has 5 stands deployed shoulder-to-shoulder.
- 1 Base = 1 Stand (representing ~80 men).
- Health: Every 2 unsaved hits destroys 1 stand. When removing casualties, take them from the outside edges. The center "Color Stand" (with the flag) is always the last to die.
- Micro-Damage: If you take 1 odd hit, place a tiny micro-dice behind the unit showing "1".
Facing & Arcs
In this game, geometry is life or death. A unit can only shoot at things in front of it.
- Imagine a 45-degree cone spreading outward from your front left and right corners. This is your Firing Arc. You cannot shoot sideways or backwards.
- If an enemy regiment moves completely behind that 45-degree line, they are in your Flank Zone. If they shoot you from there, they get devastating Enfilade bonuses.
2. THE RULES OF MANEUVER
Measuring Distances
Measurements are ALWAYS taken from the center of the front edge of your regiment. Do not measure from the back or sides.
No "Clipping"
Because our wooden bases are much deeper than a real human line of battle, you cannot charge into the side or back edge of a base to claim a "flank attack." You must completely cross the geometric 45-degree flank line to declare a flank assault.
The Brigadier's Radius
Your regiments rely on the Brigadier General on the horse. He projects a 12-Inch Command Radius.
- Units inside 12" can be ordered to maneuver, change formation, and attack for FREE.
- Units outside 12" are stranded. They can only move straight ahead, or guide slowly back toward the colors. Don't let your brigade get separated!
3. TACTICAL GOLDEN RULES
#1: The Gunsmoke Trap
Shooting a musket volley places a Smoke Marker in front of you. If you stand still and shoot again next turn, you suffer a -1 accuracy penalty for firing blindly through the smoke. To win, you must push forward through the smoke into point-blank range!
#2: Save a Staff Pip
During Phase 1, you will roll a die to generate Staff Pips. Always try to save 1 Pip in reserve. You can use it during the enemy's turn to execute a Counter-Charge or Refuse the Flank to save your regiment from disaster.
#3: Assault Columns
Deploying into a deep Assault Column lets you move faster and hit harder in melee, but it makes you a massive, deep target. Never march an Assault Column straight at an enemy artillery battery—their solid shot will bowl through your deep ranks with devastating effect!