02. COMMAND, STAFF PIPS & TACTICAL MANEUVER

1.0 The Command Structure & Brigadier Ratings

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)

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.


3.0 The Staff Pip Menu: Standard vs. Special Orders

  1. Advance at standard formation speed.
  2. Perform one 45^\circ wheel during movement.
  3. Execute a full formation change (e.g., Line of Battle to Assault Column).
  4. 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).
  5. Limber or Unlimber an artillery battery.

  6. [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 . |


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

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.


5.0 Movement Rates, Maneuver Rules & Geometry

Master Movement Rates Table

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

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.


6.0 Worked Examples & Tactical Commentary

Step-by-Step Maneuver Example

Tactical Situation

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

  1. 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.

  1. Phase 2: Movement & Pip Allocation :

  2. 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.

  3. 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.
  4. 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.
  5. 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?