05. RANGED COMBAT, WEAPONS, COVER & GUNSMOKE

1.0 Sequence of Ranged Combat & Firing Eligibility

  1. Did Not Move (Hold Position): It did not execute an Advance or Double-Time move in Phase 2. To fire, a unit must have chosen the "Hold Position" order. (Exception: Units that only performed a Pivot/Wheel or Formation Change may fire, but suffer a -1 to-hit penalty).
  2. It did not declare or participate in an Assault/Charge during Phase 2 .
  3. It is not currently in physical base-to-base contact with an enemy unit in Melee.

  1. It is not deployed in Road / March Column .

  1. It has a valid, unobstructed Line of Sight to an enemy unit within its forward 45^\circ arc of fire .

  1. It did not fire as an Opportunity Fire reaction during the opponent's preceding turn , unless it has since moved out of its smoke.

  2. [RULE-05-1.3] Target Nomination & Priority Rules:

  3. The active unit must declare a single enemy regiment, battery, or structure as its target before rolling dice.
  4. Target Priority: A firing unit must target the closest unengaged enemy unit (i.e., not currently locked in physical melee base-to-base contact) within its forward 45^\circ arc , with the following mandatory exceptions:
  5. Enfilade Opportunity: If an enemy line exposes an open flank within effective range, the firer may bypass a closer frontal target to rake the exposed flank.
  6. Artillery Priority: Artillery batteries may bypass forward enemy skirmish stands to target formed infantry lines, columns, or enemy artillery batteries.
  7. [RULE-05-1.4] Measurement Origin & Firing Arcs:
  8. All ranges are measured from the center-front edge of the Color Stand for infantry regiments, or the center gun tube for artillery batteries, to the closest stand of the designated target unit.
  9. The firing arc is strictly restricted to the 45^\circ forward cone extending outward from the front-left and front-right corners of the unit .
  10. [RULE-05-1.5] Enfilade & Flank Raking Fire:
  11. An enemy unit is in an Enfiladed / Flank Position if the firing regiment is positioned entirely behind the line projected outward at 90^\circ from the target's front corner .
  12. Enfilade Benefits:
  13. Firing down the length of an enfiladed battle line grants a +1 to-hit bonus to all shooting dice.
  14. The target unit is denied all Light Cover saves from frontal linear obstacles such as split-rail fences or low stone walls.

Example: An attacking regiment positioned entirely within the enfilade zone (behind the 90-degree flank projection line) pours raking fire down the length of the enemy line, gaining a +1 to-hit bonus and ignoring any frontal fence cover.


2.0 The Stand-Based Dice Pool & Master Weapon Profiles


Master Small Arms Weapon Table

Weapon Classification Short Range (0–6") Medium Range (6–14") Long Range (14–20") Tactical Characteristics & Historical Notes
Smoothbore Musket (.69 Cal / Buck & Ball) 3+ 5+ (Out of Range) Buck & Ball: Deadly at point-blank range (0–6"). Incapable of effective fire beyond 14".
Rifled Musket (Springfield / Enfield .58/.577) 4+ 4+ 5+ Universal Standard: Consistent, reliable firepower across all tactical distances up to 20" (500–600 yards).
Repeating Rifles (Spencer / Henry) 3+ 4+ 5+ Rapid Fire: Generates +2 Bonus Dice to the regiment's total pool (e.g., a 5-stand unit rolls 7D6).
Breechloading Carbines (Sharps / Smith) 4+ 4+ 5+ Cavalry Armament: Standard rifled accuracy with rapid reload capabilities (+1 Bonus Die).

Master Field Artillery Weapon Table

Ordnance Type & Caliber Canister Range (0–6") Medium Range (6–18/20") Long Range (>18/20") Tactical Characteristics & Battery Role
Ammo Type Used: Canister Shot Spherical Case / Shell Solid Roundshot
12-pdr Napoleon (Smoothbore M1857) 2+ (Canister) 4+ (6–18") 5+ (18–30") Canister Monster: Canister is devastating close-range defensive fire.
3-inch Ordnance Rifle (Wrought Iron) 3+ (Canister) 4+ (6–20") 4+ (20–36") Precision Sniper: Exceptional long-range counter-battery and plunging hill fire.
10-pdr / 20-pdr Parrott Rifle 3+ (Canister) 4+ (6–20") 4+ (20–36") Heavy Rifled Shell: High penetration; +1 to hit stone buildings and fortifications.
12-pdr / 24-pdr Field Howitzer 2+ (Canister) 4+ (6–16") 5+ (16–24") Lobbed Spherical Case: Ignores light cover saves when firing shell over low ridges/fences.

3.0 Defensive Saves, Casualties & Micro-Damage

Example: Hits scored by a firer result in unsaved hits directly in open ground (no save), or after cover saves (5+ for light, 4+ for heavy) when in cover, where every 2 unsaved hits removes 1 stand and odd hits are tracked with micro-dice.


4.0 Suppression: The Natural 6 Disorder Trigger

The Shock Trigger (Range Dependent): * At Short Range (0–6"): A single natural 6 rolled to hit by the firing player acts as a Shock Trigger. * At Medium/Long Range (>6"): The fire is more dispersed. It requires TWO natural 6s rolled in the same volley to act as a Shock Trigger.


5.0 The Gunsmoke Obscuration Rules

Example: A stationary firing regiment creates a smoke bank, imposing a -1 to-hit penalty on any line of sight extending beyond 6.0 inches toward the enemy target regiment.

  1. Holding Fire (Turn Clean-up): If a smoked unit chooses to hold its fire for an entire active phase (letting the air clear and barrels cool), the Smoke Marker is removed during Phase 5: Clean-up .
  2. Windy Weather Condition: If the scenario designates a "Brisk Wind" weather condition, all smoke markers on the table are removed automatically at the end of every active player's turn.

  3. [RULE-05-5.5] Multi-Regiment Smoke Walls: If three or more adjacent regiments in the same brigade fire from stationary positions, their individual smoke markers merge to form a continuous Smoke Wall. Line of sight through a Smoke Wall is completely blocked beyond 8.0 inches, preventing long-range artillery bombardment from targeting units behind the line.


6.0 Friendly Fire & Intervisibility Restrictions


7.0 Master Shooting Modifiers Summary Matrix

Tactical Condition To-Hit Modifier Save Modifier Reference Rule

| Firer is Disordered | -1 To-Hit | — | |

| Firer Targeting Enfiladed / Flank Arc | +1 To-Hit | Denies Fence Save | |

| Firing Through / Out of Smoke (>6") | -1 To-Hit | — | |

| Firing Through Friendly Skirmish Screen | -1 To-Hit | — | |

| Target in Light Cover (Woods, Fences, Crops) | — | Saves on 5+ | |

| Target in Heavy Cover (Stone Walls, Earthworks) | — | Saves on 4+ | |

| Target in Road Column Formation | — | -2 to Saves | |

| Concentrated Artillery Battery Barrage | — | -1 to Saves | |

| Target in Skirmish Order (Dispersed) | — | Saves on 5+ | |


8.0 Comprehensive Worked Firing Examples

Example 1: Point-Blank Buck & Ball Volley in Open Ground

Example: The 5th Virginia Infantry (5 stands with smoothbore muskets) fires upon the 19th Indiana Infantry (5 stands in open pasture) at a short range of 4.0 inches, allowing no cover saves.

  1. Setup: The 5th Virginia (5 stands, Smoothbore Muskets) targets the 19th Indiana in open pasture at a distance of 4.0" (Short Range).

  1. Dice Pool & Target Number :

  2. 5 stands = 5D6.

  3. Smoothbore Muskets firing Buck & Ball at Short Range (0–6") hit on 3+.
  4. Dice Rolled: [3, 5, 2, 6, 4].
  5. Result: 4 hits scored (rolls of 3, 5, 6, and 4 meet the 3+ threshold).

  1. Suppression Check : The roll includes a natural 6. The 19th Indiana immediately receives a Disorder Marker.

  1. Saves & Casualties :

  2. The 19th Indiana is in open ground (no cover save). All 4 hits are unsaved.

  3. 4 hits / 2 = \mathbf{2 stands removed}.
  4. The 19th Indiana is reduced from 5 stands to 3 stands, receives a Disorder marker, and its health state drops from Fresh to Worn.

  1. Gunsmoke : Place a Smoke Marker directly in front of the 5th Virginia.

Example 2: Rifled Muskets Firing Through Gunsmoke at a Stone Wall

Example: The 2nd Wisconsin Infantry (5 stands with rifled muskets and a smoke marker from the previous turn) targets the 4th Virginia Infantry (behind a heavy stone wall) at 10.0 inches, facing heavy cover and a smoke penalty.

  1. Setup: The 2nd Wisconsin (5 stands, Rifled Muskets) fires at the 4th Virginia deployed behind a heavy stone wall at 10.0" (Medium Range). The 2nd Wisconsin already has a Smoke Marker from firing last turn.

  1. To-Hit Calculation ( / ):

  2. Base To-Hit at Medium Range (6–14"): 4+.

  3. Smoke Obscuration Penalty beyond 6": -1 to-hit (Target number becomes 5+).
  4. Dice Pool: 5D6. Rolls: [2, 5, 1, 6, 4].
  5. Result: 2 hits scored (rolls of 5 and 6 meet the adjusted 5+ target).

  1. Suppression Check : The roll includes a natural 6. The 4th Virginia receives a Disorder Marker behind the wall.

  1. Cover Saves :

  2. The 4th Virginia rolls 2D6 for its Heavy Cover Save (4+).

  3. Save Rolls: [4, 2]. One save succeeds (4); one save fails (2).
  4. Result: 1 unsaved hit.

  1. Casualty Tracking :

  2. 1 unsaved hit is insufficient to remove a full stand (requires 2 hits).

  3. Place a micro-dice showing 1 behind the 4th Virginia's Color Stand.

Example 3: Long-Range Rifled Artillery Plunging Barrage

Example: Battery B, 4th US Artillery (2 stands with 3-inch ordnance rifles on a level 1 hill crest) fires overhead across a friendly line at the 28th North Carolina (an assault column in a valley) at a long range of 24.0 inches, reducing their cover saves.

  1. Setup: Battery B (2 sections = 4D6, 3-inch Ordnance Rifles) is deployed on a Level 1 ridge. It fires overhead across a friendly line in the valley at the 28th North Carolina, marching in Assault Column at a range of 24.0" (Long Range).

  1. Overhead Safety Check :

  2. Friendly unit is 8.0" from the battery muzzle (>6" required).

  3. Friendly unit is 6.0" from the enemy column (>4" required). Safety clearances met.

  1. To-Hit Roll :

  2. 3-inch Ordnance Rifles at Long Range (20–36") hit on 4+.

  3. Dice Pool: 4D6. Rolls: [4, 2, 5, 6].
  4. Result: 3 hits scored (rolls of 4, 5, and 6).

  1. Suppression : The natural 6 inflicts an immediate Disorder Marker on the North Carolina column.

  1. Saves & Casualties ( / ):

  2. The target is in open ground (Base: No save), but because it is in Assault Column, any potential cover saves would suffer a -1 penalty.

  3. 3 unsaved hits = 1 stand removed, with 1 hit carried over on a micro-dice.
  4. Battery B places a Smoke Marker on the crestline.

9.0 Designer Notes & Historical Commentary

The Lethality of Civil War Musketry & The "Smoke Blind"

Popular Civil War history often overstates the lethality of the rifled musket, imagining infantry lines dropping entire brigades at 400 yards. In actual battle, combat studies from Antietam, Gettysburg, and Chickamauga show that the vast majority of decisive firefights took place at 50-120 yards (2.0"–5.0" tabletop scale).

Why? Because after the first two regimental volleys, the battlefield became an impenetrable wall of dense, blinding black powder smoke. Officers could not see targets 100 yards away; soldiers aimed low into the sulfur clouds, firing at muzzle flashes and red battle flags. Barrels fouled with heavy lead and carbon residue, making reloading progressively harder.

The Gunsmoke Obscuration Rule elegantly recreates this historical reality without bogging the game down in chart calculations: 1. It creates a natural firepower degradation: standing in one place and firing turn after turn degrades your accuracy (-1 to-hit beyond 6"). 2. It encourages aggressive tactical movement: to deliver a truly devastating volley, an attacking commander must advance through the smoke bank to reach Short Range (0–6"), where the smoke penalty disappears and Smoothbore Buck & Ball hits on a deadly 3+. 3. It gives meaning to Artillery Positioning: placing rifled batteries on elevated ridges allows them to see over the smoke banks of the valley, providing accurate plunging fire when infantry lines are blinded below.