06. ASSAULTS, CHARGES, OPPOSING SHOCK & MELEE RESOLUTION

1.0 Assault Initiation & Charge Declarations

  1. It is deployed in Line of Battle or Assault Column . Units in Road Column cannot assault.
  2. It is not Disordered at the moment of declaration.

  1. It is in a Fresh or Worn health state. A unit in a Spent health state (<35% stands remaining) cannot initiate a charge unless led directly by an attached Brigadier .
  2. The intended target is within the charging unit's forward 45^\circ arc of vision and within Double-Quick Charge Range (9.0 inches for infantry, 12.0 inches for mounted cavalry).

  3. [RULE-06-1.4] The Charge Vector & Alignment:

  4. The charging unit designates a single enemy target and moves at accelerated Double-Quick speed (9.0") along a straight line toward the target's front or exposed flank.
  5. No complex wheeling or formation changes are permitted during a charge; the charging unit may make a single initial pivot of up to 30^\circ at the start of its move to align its center with the target.
  6. [RULE-06-1.5] Terrain Restrictions on Assaults:
  7. Streams & Creeks: Crossing a minor stream (e.g., Heron’s Run) immediately halts a charge; the charging unit must stop in the waterbed Disordered . Charges may only cross waterways via stone bridges or marked shallow fords.
  8. Dense Woods & Scrub: Reduces maximum charge speed to 4.0 inches and imposes an immediate Disorder Marker upon contact .
  9. Ploughed Fields & Mud: Deducts -2.0 inches from the maximum charge distance.

Example: A charging regiment moves at Double-Quick speed (up to 9.0 inches) directly toward the defending enemy line, halting at 4.0 inches to allow for the defender's reaction window.


2.0 The Approach & Reaction Trigger Window B (The 4.0-Inch Line)

When a charging regiment advances to within 4.0 inches of the target unit's front edge, the charging unit's physical movement is temporarily suspended. The game enters Reaction Trigger Window B .

  1. Reaction 1: Closing Defensive Volley : The defender delivers a point-blank volley at the closing attackers (Free).

  1. Reaction 4: Refuse the Flank : If the charge targets an exposed flank, the defender may spend 1 Reserved Pip (or pass a 4+ check) to wheel outer stands 45^\circ to meet the charge frontally.

  1. Reaction 5: Counter-Charge : Eligible defending units (Rebel Yell units, Veterans, or Cavalry) spend 1 Reserved Pip to surge 2.0"–3.0" forward to clash in open ground.

  2. [RULE-06-2.3] Resolving the Closing Defensive Volley:

  3. If the defender chooses to fire a Closing Volley, roll 1D6 per defending stand (or 2D6 per artillery section) using Short Range (0–6") target numbers :
  4. Smoothbore Musket (Buck & Ball): Hits on 3+.
  5. Rifled Musket: Hits on 4+.
  6. 12-pdr Napoleon Canister: Hits on 2+ (Triggers Shock Save on target).
  7. 3-inch / 10-pdr Rifle Canister: Hits on 3+.
  8. Apply cover saves (if charging through light scrub); remove casualty stands (2 hits = 1 stand loss). Any natural 6 rolled by the defender inflicts an immediate Disorder Marker on the charging unit .
  9. [RULE-06-2.4] The Pre-Contact Discipline Check:
  10. Trigger: If the Closing Volley inflicts 1 or more physical stand losses OR places a Disorder Marker on the charging unit, the attackers' momentum is severely disrupted.
  11. The charging unit must immediately roll a Discipline Check on 1D6:
  12. Veteran / Elite Quality: Passes on 3+.
  13. Regular Quality: Passes on 4+.
  14. Green / Conscript Quality: Passes on 5+.
  15. [RULE-06-2.5] Consequences of the Discipline Check:
  16. Pass: The charging regiment closes ranks over fallen comrades, steadies its battle flags, and surges across the remaining 4.0" into physical base-to-base contact. Proceed to Phase 4 Melee.
  17. Fail: The charge stalls completely. The charging unit immediately halts 2.0 inches away from the defender, receives a Disorder Marker (if not already disordered), and cannot move or attack further this turn.

Example: A charger approaching from 9.0 inches will face a closing volley at the 4.0 inch mark. If they take no losses and no disorder, they automatically make contact. If they take a loss or disorder, they must pass a discipline check or stall 2.0 inches away.


3.0 Physical Contact & The Opposed Melee Roll (Phase 4)

Melee in this ruleset is not a prolonged, attrition-heavy slugfest; it is resolved in a single, decisive opposed roll during Phase 4: Assault & Melee Resolution Phase :

\mathbf{Shock Score} = 1D6 + Engaged Stands + Tactical Modifiers


Master Tactical Shock Modifiers Catalog

Tactical Condition Modifier Value Applicable Side Reference Rule

| Fresh Unit Health (>75% starting stands remaining) | +1 | Attacker or Defender | |

| Spent Unit Health (<35% starting stands remaining) | -1 | Attacker or Defender | |

| Charging Momentum (Moved >= 3.0" across open ground) | +1 | Attacker Only | |

| Assault Column Formation | +1 | Attacker Only | |

| Confederate Rebel Yell Trait | +1 | Attacker (or Counter-Charge) | |

| Mounted Cavalry Shock (Charging infantry in open) | +1 | Cavalry Attacker Only | |

| Defending Heavy Earthworks / Stone Wall / Sunken Road | +2 | Defender Only | |

| Defending Light Cover / Split-Rail Fence / Crestline | +1 | Defender Only | |

| Target Enfiladed / Flank or Rear Attack | +2 | Attacker Only | |

| Unit is Disordered | -2 | Attacker or Defender | |

| Brigadier General Attached Directly to Stand | +1 | Attacker or Defender | |


4.0 Melee Resolution, Casualties & Aftermath

Example: In an opposed melee roll, a tie results in both units being locked in melee, taking 1 hit each, and re-rolling next turn. If the attacker wins, the defender loses 1 stand and retreats 6" disordered, while the attacker consolidates 2". If the defender wins, the attacker loses 1 stand and retreats 6" disordered, while the defender holds ground.

  1. The Double Disorder Clause: If the defeated unit was already Disordered prior to rolling the Opposed Melee Roll (e.g., disordered by previous musketry or by the closing volley), it suffers the standard melee penalty (1 Stand loss + retreat 6.0") and triggers the [RULE-07-3.4] Double Disorder Rule, immediately taking an additional 1 Micro-Hit instead of a second Disorder marker.

  2. [RULE-06-4.4] Consequences for the Victor (Consolidation & Reform):

  3. The victor sustains zero mandatory casualties from the melee roll and successfully holds the contested position.
  4. Free Consolidation Move: The victor may immediately execute a free 2.0-inch Consolidation Move:
  5. Advance 2.0" to occupy the vacated enemy earthworks, stone wall, or ridge.
  6. Pivot up to 45^\circ to face an exposed flank threat.
  7. Dress ranks and re-form a neat battle line.
  8. [RULE-06-4.5] Breakthrough & Sweeping Advances:
  9. Trigger: If a Fresh Attacker wins an assault with a margin of victory of +4 points or greater, and the defending unit was completely Routed/Destroyed, the attacker has achieved a Tactical Breakthrough.
  10. The Sweeping Advance: The victorious regiment may spend 1 additional Staff Pip from its Brigadier to execute an immediate 4.0-inch Sweeping Advance in a straight line forward. If this advance contacts a second enemy unit or artillery battery, resolve a second melee immediately with the defender counting as Disordered.

5.0 Assaulting Artillery Batteries & Heavy Fortifications


6.0 Master Melee Modifiers Reference Matrix

Modifier Name Point Value Applied To Mandatory Condition Reference

| Fresh Unit | +1 | Either | >75% original stands remaining in unit | |

| Spent Unit | -1 | Either | <35% original stands remaining in unit | |

| Charging Momentum | +1 | Attacker | Advanced >= 3.0" across open ground | |

| Assault Column | +1 | Attacker | Formed 2 stands wide x 2+ deep | |

| Rebel Yell | +1 | Confederate | Unit possesses Rebel Yell trait | |

| Cavalry Shock | +1 | Cavalry | Mounted charge against infantry in open | |

| Heavy Fortifications| +2 | Defender | Touching Stone Wall, Sunken Road, Works | |

| Light Obstacle | +1 | Defender | Touching Split-Rail Fence or on Crestline | |

| Flank / Rear Contact| +2 | Attacker | Contacted behind target's 90^\circ flank line | |

| Disordered State | -2 | Either | Unit possesses a Disorder Marker | |

| Attached Brigadier | +1 | Either | Brigadier attached to Color Stand | |


7.0 Comprehensive Worked Tactical Examples

Example 1: Open-Field Clash — Stonewall Brigade vs. Iron Brigade

Example: The 4th Virginia Infantry (5 stands, fresh, rebel yell) advances 6.0" across an open meadow with an attached Brigadier towards the 2nd Wisconsin Infantry (5 stands, fresh, regular) in open ground.

Step 1: Charge Declaration & Approach

Step 2: Closing Volley & Discipline Check

Step 3: Opposed Melee Roll

Both players roll 1D6 simultaneously and calculate their final Shock Scores:

\mathbf{4th Virginia (Attacker):} \quad 1D6 Roll: 5

Score = 5 (Die) + 4 (Stands) + 1 (Fresh) + 1 (Momentum) + 1 (Rebel Yell) + 1 (Brigadier) - 2 (Disorder) = \mathbf{11}

\mathbf{2nd Wisconsin (Defender):} \quad 1D6 Roll: 3

Score = 3 (Die) + 5 (Stands) + 1 (Fresh) = \mathbf{9}

Step 4: Melee Aftermath


Example 2: Storming a Fortified Stone Wall

Example: The 14th Brooklyn Infantry (6 stands, assault column, fresh) performs a double-quick charge at a wall, gaining a +1 shock for assault column, towards the 7th North Carolina (4 stands, behind stone wall), which has heavy cover (4+ save) and a +2 melee bonus for the stone wall.

Step 1: Charge Declaration & Closing Volley

Step 2: Opposed Melee Roll

Step 3: Melee Aftermath


8.0 Designer Notes & Historical Commentary

The Psychology of the Civil War Bayonet Charge

Medical statistics from the American Civil War reveal a striking fact: fewer than 1% of all battlefield wounds were caused by bayonets or sabers.

Historical studies by military historians (such as Brent Nosworthy and Paddy Griffith) demonstrated that Civil War charges were almost never physical "fencing matches." Instead, an assault was a contest of moral cohesion and psychological shock: 1. The attackers advanced under heavy fire, screaming (the Rebel Yell) to bolster their courage and terrify the defenders. 2. The defenders waited until the chargers were within 30 to 50 yards (1.0"–2.0" ground scale) to unleash a point-blank closing volley. 3. If the volley shattered the attackers' alignment, the charge stalled and melted away in disorder. But if the attackers absorbed the fire and kept coming with bayonets leveled, the defenders almost invariably broke and ran before physical contact occurred.

The mechanics in this chapter directly replicate this historical dynamic: * The Closing Defensive Volley at 4.0 Inches determines whether the attackers have the discipline to press home the assault. * The Single Opposed Melee Roll models the immediate moral climax: one side holds its ground with a cheer, while the other shatters, drops a casualty stand, and flees 6.0" to the rear in disorder. * By eliminating multi-round, grinding melee rounds, the game stays fast, decisive, and historically authentic.