02. COMMAND, STAFF PIPS & TACTICAL MANEUVER
1.0 The Command Structure & Brigadier Ratings
- [RULE-02-1.1] The Brigade as Tactical Element: The primary operational command entity on the battlefield is the Brigade, commanded by a Brigadier General (or senior Colonel). Regiments and attached artillery batteries do not act independently; they derive their coordination, speed, and assault capability directly from their Brigade Commander.
- [RULE-02-1.2] Brigadier Leadership Profiles: Every Brigadier is categorized by a historical command rating that reflects their tactical initiative, staff competence, and aggressiveness:
| Leadership Profile |
Description & Historical Examples |
Staff Pip Generation Formula |
| Aggressive / Brilliant |
Highly proactive, rapid decision-makers (e.g., J.E.B. Stuart, John Gibbon, Stonewall Jackson, Phil Sheridan). |
1D3 + 1 Pips (2-4 Pips) |
| Reliable / Standard |
Competent, standard professional officers (e.g., James Wadsworth, Cadmus Wilcox, A.S. Williams). |
1D3 Pips (1-3 Pips) |
| Timid / Political |
Hesitant, overly cautious, or inexperienced political appointees (e.g., Franz Sigel, Gideon Pillow). |
1D3 / 2 (Round Up) (1-2 Pips) |
- [RULE-02-1.3] Generating Staff Pips: During Phase 1: Staff & Command Phase , each player rolls for every active Brigadier under their control using the formulas above. Staff Pips represent staff officers, couriers, and concentrated personal exertion by the commander.
- [RULE-02-1.4] Physical Tracking & Pip Hoarding: Place a designated colored D6 directly behind the Brigadier’s base displaying the current number of available Staff Pips. As pips are expended, rotate the die to reflect the remaining balance.
- Preparatory Orders (Hoarding): At the end of the turn, a Brigadier may save a maximum of 1 unspent Pip to roll over into their own next turn. This represents time spent preparing for a massive push. This banked pip is added to their next generation roll. Any other unspent pips are lost.
2.0 Command Radius & Out-of-Command Status
Example: A Brigadier General projects a 12-inch command radius. A regiment with its center within 12 inches is in command, having full free orders, standard pip costs, and the ability to rally. A regiment with its center beyond 12 inches is out of command, facing distant order pip costs, limited free maneuvers, and a -1 penalty on discipline checks.
- [RULE-02-2.1] The 4-Tier Command Network: A Brigadier issues orders based on their distance to a subordinate regiment. Measurements are taken from any edge of the Brigadier's base to the center-front edge of the regiment's Color Stand.
- Tier 1: Bugle / Acoustic Range (0–6"): At this close proximity, orders are heard over the din of battle via bugle or shouts. Impassable terrain does not block this command range. Special orders cost 1 Pip.
- Tier 2: Standard Courier Range (6–12"): Orders are delivered by mounted aides. The 12" path must be physically traced around impassable obstacles (like deep rivers or cliffs) using bridges or fords. Special orders cost 1 Pip.
- Tier 3: Distant Courier Range (12–24"): A regiment beyond 12" is outside the standard command bubble, but a courier can still reach them. Special orders cost 2 Pips (Double Cost) due to the severe time and effort required to navigate the battlefield. The courier path must trace around impassable obstacles.
-
Tier 4: Out of Communication (>24"): At distances exceeding 24 inches (equivalent to 600-700 yards), the unit is entirely cut off from the brigade chain of command. They cannot be allocated Staff Pips for any reason (no assaults, no double-time, no auto-rallying).
-
[RULE-02-2.2] Line of Sight for Command: A Brigadier does not require an unobstructed line of sight to issue orders (couriers navigate intermediate woods and hills). The only restriction is tracing physical paths around impassable water/cliffs for distances beyond 6 inches.
- [RULE-02-2.3] Out-of-Command Restrictions (The Inertia Rule): Any regiment located beyond the 12" Command Radius is Out of Command. Because they lack immediate supervision, their free standard maneuvers are severely limited:
- Distant Special Orders (12–24"): Out-of-Command units can receive Staff Pips (Assault, Double-Time, Rally), but doing so requires sending a Distant Courier and costs 2 Pips instead of 1. Units beyond 24" cannot receive Pips at all.
- Limited Free Maneuver: They may only choose one of three free maneuver options:
- Inertia: Move straight ahead in their current formation.
- Local Threat: Wheel up to 45^\circ to face a visible enemy.
- Guide on the Colors: Execute any combination of wheels and movement, provided the entire move is spent traveling as directly as possible toward their Brigadier General to re-establish command. A unit using this move may not declare an assault or intentionally move into base-to-base contact with an enemy (halting 2.0" away if blocked).
- Morale Penalty: Suffer a -1 penalty to all Discipline Checks .
- [RULE-02-2.4] Attached Leaders: A Brigadier may physically attach to an infantry regiment by moving into base contact with its center Color Stand.
- Benefits: Grants +1 to Melee rolls , +1 to all Discipline Checks, and allows the attached unit to ignore Out-of-Command penalties if the brigade is dispersed.
- Risks: If the attached unit loses a stand in melee or takes a shooting hit with a natural 6, the player must immediately roll on the Leader Casualty Table .
3.0 The Staff Pip Menu: Standard vs. Special Orders
- [RULE-02-3.1] Free Standard Orders (The "No Freeze" Baseline): On the Active Side's turn, every unit in command may perform one standard action for free without spending Staff Pips. Free actions include:
- Advance at standard formation speed.
- Perform one 45^\circ wheel during movement.
- Execute a full formation change (e.g., Line of Battle to Assault Column).
- Hold Position & Fire: The unit does not move during Phase 2, which makes it automatically eligible to execute a volley during Phase 3 (Ranged Combat).
-
Limber or Unlimber an artillery battery.
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[RULE-02-3.2] Special Staff Pip Tasks: Staff Pips are spent during specific phases to push units beyond standard operational limits:
| Staff Pip Action |
Phase Used |
Cost |
Tactical Effect |
|
|
|
|
| Regimental Assault | Phase 2 | 1 Pip | Authorizes one formed regiment to declare a charge and move at Double-Quick speed (9") into contact . |
| "Dress on the Colors" Assault | Phase 2 | 2 Pips | Authorizes multiple regiments to charge simultaneously, provided every charging regiment is within 1.0" lateral alignment (flank-to-flank) of another charging regiment in the contiguous line. Regiments outside this alignment cost +1 Pip each to join the charge. |
| Double-Time | Phase 2 | 1 Pip | Adds +3.0" of movement to an advancing infantry regiment in Line or Assault Column. |
| Rally Line | Phase 1 or 5 | 1 Pip / 2 Pips if >12" | Immediately removes a Disorder Marker without requiring a dice roll. |
| Concentrated Battery | Phase 3 | 1 Pip | Authorizes up to 3 artillery sections in the same brigade to combine their firing dice pool onto a single target stand. |
| Reserve for Reaction | Phase 1 | 1 Pip | Saves the pip for the opponent's upcoming turn to pay for Refuse Flank or Counter-Charge . |
- [RULE-02-3.3] Expenditure Timing: Staff Pips must be declared and subtracted from the Brigadier’s tracking die at the exact moment the action is initiated. A player may not spend more pips in a single phase than the Brigadier has available.
4.0 Formations & Tactical Dispositions
| Formation |
Frontage |
Depth |
Shooting |
Speed |
Special |
| Line of Battle (1 Stand Deep, Full Frontage) |
5.0" |
0.75"–1.0" |
Full Stand Pool (5 Dice) |
6.0" |
Wheel: Up to 45° |
| Assault Column (2 Stands Wide, Multiple Ranks Deep) |
2.0" |
2.25"–3.0" |
Front Rank Only (2 Dice) |
8.0" |
Melee Bonus: +1 Shock, Vulnerability: -1 to saves vs. Canister |
| Road / March Column (1 Stand Wide, Single File) |
1.0" |
3.75"–5.0" |
Prohibited (0 Dice) |
10.0" Open / 12.0" on Roads |
Vulnerability: -2 to Saves if Attacked |
- [RULE-02-4.1] Line of Battle:
- Configuration: All stands deployed side-by-side in a single rank (representing a historical two-rank line of battle). The Color Stand must occupy the exact center.
- Capabilities: Maximizes frontal musketry firepower. Every stand in the front line contributes to the Phase 3 shooting pool.
- Limitations: Moves at base speed (6"); wheels are restricted to a maximum pivot of 45^\circ per move; -2" movement penalty when traversing rough terrain or woods.
- [RULE-02-4.2] Assault Column (Column of Companies):
- Configuration: Formed 2 stands wide and 2-4 stands deep. The Color Stand is placed in the second rank.
- Capabilities: Moves at accelerated speed (8"); receives +1 to Opposed Melee Rolls on the turn it charges; wheels freely up to 90^\circ at the beginning of its move.
- Limitations: Only the 2 front-rank stands may fire in Phase 3; suffers a -1 penalty to cover saves against ALL artillery fire (Canister, Shell, and Solid Shot).
- [RULE-02-4.3] Road / March Column:
- Configuration: Formed 1 stand wide in single file.
- Capabilities: Rapid transit along roads and tracks (12" road speed); navigates narrow bridges and defiles without formation penalties.
- Limitations: Cannot fire musketry; cannot declare assaults; if targeted by shooting or charged, suffers an immediate -2 penalty to all Morale/Cover Saves.
- [RULE-02-4.4] Skirmish Screens:
- Deployment: Any infantry regiment with 4 or more stands may detach 1 stand forward as a skirmish screen by spending half of its movement allotment. The skirmish stand is placed 2.0"–3.0" directly ahead of the parent regiment's frontage.
- Screening Effect: Enemy fire targeting the parent line through the skirmish screen suffers a -1 to-hit penalty.
- Absorption: The first unsaved casualty hit suffered by the regiment is applied directly to the skirmish stand. When the skirmish stand takes 2 hits, it is removed, and the screen collapses.
- Screen Recall: A skirmish stand may be recalled and reintegrated into the parent line during Phase 2 for free if the parent unit remains stationary.
Example: A detached skirmish stand is placed 2-3 inches directly forward of the parent regiment in line, providing a -1 to-hit screen protection.
- [RULE-02-4.5] Artillery Formations:
- Unlimbered (Action Front): The battery is deployed with gun trails unhooked and barrels facing the enemy. It cannot move except by hand prolonge (2.0" max) but may fire at full effect in Phase 3.
- Limbered (Transport): Gun models are hitched to caissons/limbers. Moves at 8.0" open ground or 12.0" on roads. Cannot fire while limbered. Limbering or unlimbering consumes a unit's entire movement phase.
5.0 Movement Rates, Maneuver Rules & Geometry
Master Movement Rates Table
- [RULE-02-5.1] Master Movement Table: All rates are expressed in inches per turn.
| Unit Type & Formation |
Open Ground |
Woods / Rough |
Road / Trail |
Obstacle Crossing |
Charge / Assault Speed |
| Infantry Line of Battle |
6.0" |
4.0" |
6.0" |
-2.0" |
9.0" (Double-Quick) |
| Infantry Assault Column |
8.0" |
5.0" |
9.0" |
-2.0" |
9.0" (Double-Quick) |
| Infantry Road Column |
10.0" |
6.0" |
12.0" |
-1.0" |
Prohibited |
| Mounted Cavalry (Line) |
9.0" |
5.0" |
14.0" |
-3.0" |
12.0" |
| Artillery (Limbered) |
8.0" |
3.0" |
12.0" |
-4.0" |
Prohibited |
| Artillery (Prolonge / Hand) |
2.0" |
0.0" |
2.0" |
Impassable |
Prohibited |
| Brigadier General (Mounted) |
12.0" |
8.0" |
16.0" |
Free |
Follows attached unit |
- [RULE-02-5.2] Wheeling & Direction Changes:
- Wheeling in Line: A regiment in Line of Battle pivots using either its far-left or far-right stand as the fixed anchor point. The sweeping flank may travel up to an arc of 45^\circ. The distance moved by the outer stand is deducted from the unit's total movement allowance.
- Pivoting on Center: A regiment may pivot on its center Color Stand up to 45^\circ by spending half of its movement allotment (3.0").
- Assault Column Wheeling: Columns may execute a pivot of up to 90^\circ at the beginning of their move without deducting distance.
Example: When wheeling in line up to a maximum of 45°, the sweeping outer flank moves forward while pivoting on a fixed stand, with the arc distance deducted from the total movement allowance.
- [RULE-02-5.3] Formation Changes & Re-forming Line:
- Transforming from Line of Battle \rightarrow Assault Column (or vice versa) consumes one-half of the unit's base movement (3.0"). The unit may move the remaining 3.0" in its new formation.
- Transforming from Road Column \rightarrow Line of Battle consumes the unit's entire movement phase. The unit must deploy outward using its lead stand as the fixed center anchor point.
- [RULE-02-5.4] Inter-Unit Intervals & Passage of Lines:
- Regimental Intervals: Regiments within the same brigade must maintain a minimum lateral interval of 0.5"–1.0" between their flank stands to allow skirmishers and couriers to pass.
- Passage of Lines: A formed unit in Line of Battle may move directly through another friendly formed line to its front or rear, provided it has sufficient movement to clear the other unit's bases completely.
- Passage Test: Both units must make an immediate Discipline Check (4+ on 1D6). If either unit fails, it immediately receives a Disorder Marker.
- [RULE-02-5.5] Retrograde Movements (Falling Back):
- Falling Back in Good Order: A regiment may move straight backward up to 3.0" while maintaining its frontal facing toward the enemy. It does not suffer disorder and retains its full shooting capability in Phase 3.
- About Face & Full Retreat: A regiment may execute an About Face (spending 1.0" of move) and move at full speed away from the enemy. However, it presents its rear to the enemy and cannot fire in Phase 3.
6.0 Worked Examples & Tactical Commentary
Step-by-Step Maneuver Example
Tactical Situation
- Brigade: 2nd Brigade, Army of Northern Virginia (Brig. Gen. Lawrence Branch — Reliable rating).
- Available Units:
- 7th North Carolina (5 stands, Line of Battle, within 6" of Branch).
- 18th North Carolina (5 stands, Line of Battle, within 8" of Branch).
- 37th North Carolina (4 stands, Road Column on a trail, 14" away from Branch — Out of Command).
Example: Brigadier Branch rolls 2 staff pips. The 7th North Carolina, 6 inches away, receives Double-Time for 1 pip and moves 9 inches. The 18th North Carolina, 8 inches away, spends 1 pip to assault and charges 9 inches.
... [37th NC is 14" away] ... [OUT OF COMMAND] * Must move straight ahead 10 inches * Cannot deploy or charge
Step-by-Step Resolution
- Phase 1: Command Roll :
Brigadier Branch rolls 1D3 for his Reliable rating. Roll is a
2, generating 2 Staff Pips. Branch places a D6 showing '2' behind his command base.
-
Phase 2: Movement & Pip Allocation :
-
7th North Carolina (In Command): Branch wants this regiment to secure a stone wall quickly. He spends 1 Staff Pip for Double-Time . The 7th NC advances its full 6.0" base speed plus 3.0" bonus, reaching the wall at 9.0" total distance.
- 18th North Carolina (In Command): Branch spends his second Staff Pip to issue an Assault Order . The 18th NC declares a charge against an exposed Federal battery and advances 9.0" at Double-Quick speed.
- 37th North Carolina (Out of Command, ): Located 14" away (exceeding the 12" radius), the 37th NC cannot receive Staff Pips. Because it is in Road Column, it uses its free standard move to advance 10.0" straight down the road, unable to deploy into Line of Battle this turn.
- Tracking Update: Branch has spent both Staff Pips. His command die is rotated to '0'.
Designer Commentary & Historical Rationale
The Tactical Geometry of Civil War Brigades
In historical Civil War combat, a brigade commander did not command from miles behind the lines; he stood immediately behind his regiments, often within shouting distance or a brief gallop by an aide-de-camp. The 12.0-inch Command Radius translates to approximately 300-360 yards at ground scale—the precise acoustic and visual limit through black powder smoke and wooded terrain.
By allowing free standard maneuvers for all units within this radius, the system reflects the professional competence of regimental colonels who knew how to maintain alignment and dress ranks without constant micro-management.
The Staff Pip mechanism captures the true bottleneck of 19th-century command: personal attention. A general could personally ride over to organize a bayonet assault, send staff officers galloping to hasten a reserve regiment forward at double-time, or personally rally a wavering line. But he could not do all of these things everywhere at once. Restricting pips to 1–3 per turn forces players to make the hard choice: Do I push the assault on the left, or keep a staff officer in reserve to refuse my threatened right flank?