10. OPTIONAL RULES & CAMPAIGNS

These mechanics add deep historical flavor, "friction," and narrative progression to your battles. They are completely optional and should only be used if both players agree before the game begins.

1.0 Pre-Game Command Bidding

2.0 The Clean Barrels (First Volley)

3.0 The Friction of War Events

1D6 Roll Battlefield Event Effect
1 Ammunition Wagon Delayed The opponent selects one active battery or regiment. It immediately receives a Low Ammo marker.
2 Sudden Squall A brief rain dampens powder. For this entire turn, all shooting dice pools for both sides are halved (rounded down).
3 Misinterpreted Orders The opponent selects one active regiment. It must immediately move 6.0" straight forward.
4 "The General is at the Front!" The Active Brigadier generates +2 Pips this turn. However, if any unit in his brigade takes a casualty, he is automatically wounded (removed from play).
5 Panic in the Ranks A false rumor sweeps the line. Roll 1D6 for a random active regiment; on a 1-3, they receive a Disorder marker.
6 Heroic Momentum The Active Player chooses one regiment. It may Assault this turn for 0 Pips and automatically passes its Discipline Check to close.

4.0 Hidden Deployment (Blinds)

5.0 Campaign Progression (The Persistent Army)

6.0 Historical Army Traits

Trait Effects
1. REBEL YELL (Confederate Assault Trait) +1 to Opposed Melee Rolls when charging/counter-charging. Forces charging enemy to take Discipline Check if counter-charged.
2. SEEN THE ELEPHANT (Green / Inexperienced) Must make 1D6 Discipline Check (5+) first time unit takes fire. Failure inflicts Disorder Marker and halts advance.
3. IRON DISCIPLINE (Elite Formations) Immune to first natural 6 Disorder result in a game turn. Rallies naturally on a 3+ on 1D6.
4. STEADY (Disciplined Drill Regiments) +1 on Discipline Checks caused by Closing Defensive Volleys. Re-roll 1 failed Morale/Cover Save per turn.
5. SHARPSHOOTERS / BUCKTAILS May re-roll one missed shooting die at Medium Range (6"–14"). Detaches Skirmish Screen for free without movement penalty.
6. BUCK & BALL SPECIALISTS Hits on 3+ at Short Range (0–6"); rolls +1 bonus die at <3.0". Incapable of fire beyond 14.0".

7.0 The Horse Holder Rule (Detailed Dismounting)

Example: A 4-stand mounted cavalry regiment consumes a half-move to dismount, deploying 3 combat stands forward as a dismounted skirmish line and detaching 1 horse holder stand to the rear (held 2"-3" behind the line).


8.0 Advanced Artillery Tactics

7.0 Pre-Planned Written Orders (Token System)

8.0 Elite Sharpshooter Regiments (Optional Trait)

In specific historical scenarios, an army may be permitted to field a dedicated sharpshooter regiment (e.g., Berdan's 1st US Sharpshooters). We strongly recommend limiting this to a maximum of 1 regiment per army.