00. INTRODUCTION, SCALES & UNIT STANDARDS

1.0 Design Philosophy & Core Principles

[RULE-00-1.1] The Core Objective: This ruleset simulates American Civil War combat at the regimental tactical level, where players command reinforced brigades or small divisions. The mechanics are calibrated to deliver easy-to-moderate complexity, deep historical flavor, and decisive outcomes within a 3-4-hour gaming window for 2-4 players.

[RULE-00-1.2] The Command Philosophy (Eliminating the Freeze): Command friction is modeled through a dynamic Staff Pip Allocation System rather than all-or-nothing activation checks. Units in command can always perform basic historical maneuvers for free; Staff Pips are reserved for extraordinary tactical exertion (charging, double-time, rallying, and defensive reactions). A player's turn is never lost to a single failed command roll.

[RULE-00-1.3] Visual Clarity (Zero-Clutter Battlefield): Complex tracking sheets and "token soup" are replaced by physical tabletop cues. Regimental attrition is represented by the physical removal of stands; brigade morale is tracked via a single casualty die on the Brigadier’s base; and tactical status is restricted to two physical markers on the table: Disorder and Gunsmoke.

[RULE-00-1.4] Dynamic Engagement (The Reaction System): While the game uses a structured Side-by-Side (IGOUGO) framework to allow efficient multi-player coordination, the non-active player is never passive. Five dedicated Defensive Reaction Windows allow the defender to execute closing volleys, opportunity fire, skirmish evades, hasty pivots, or desperate counter-charges.

2.0 Core Scales of Action

Metric Value
Ground Scale 1 inch = 25-30 yards (1 mm ≈ 1 yard)
Time Scale 1 Game Turn = 10-15 minutes of actual combat
Vertical Scale 1 Contour Level = 15-20 feet of elevation
Figure Scale 15mm miniatures (1:100 / 1:120 ratio)
Unit Ratio 1 Infantry Stand = 60-75 men in two ranks
Artillery Ratio 1 Gun Stand = 2 real cannons (Section) or 4–6 cannons (Battery)

[RULE-00-2.1] Ground Scale: 1 inch = 25-30 yards on the tabletop (1 mm ~ 1 yard). This scale ensures that weapon ranges, frontages, and movement rates maintain a realistic geometric relationship across standard tabletop dimensions.

[RULE-00-2.2] Time Scale: A single game turn represents 10-15 minutes of historical battle time. A standard battle scenario lasts between 6 and 8 game turns.

[RULE-00-2.3] Figure & Stand Ratios: Infantry: 1 stand represents approximately 60-75 men organized in standard two-rank battle lines. Cavalry: 1 stand represents approximately 30-40 mounted troopers or a dismounted skirmish group. Artillery: 1 gun model with crew represents a 2-gun section (tactical scale) or an entire 4-to-6 real cannon battery (grand tactical scale).

[RULE-00-2.4] Table Space & Battlefield Footprint: 4x4 ft Table (48" x 48"): Represents ~ 1,200 yds x 1,200 yds. Ideal for single-brigade actions, small Vanguard scenarios, and 2-player pickup games (6–8 regiments per side). 4x6 ft Table (48" x 72"): Represents ~ 1,200 yds x 1,800 yds. The standard competitive and scenario format for 4 players commanding 2 reinforced brigades or a division per side (10–16 regiments per side). 4x8 ft Table (48" x 96"): Represents ~ 1,200 yds x 2,400 yds. Designed for full multi-brigade corps clashes, multi-player club nights, and grand battle scenarios (20–30+ regiments per side).

3.0 Basing Specifications (15mm Standard)

[RULE-00-3.2] Stand Compatibility: Players with collections based for Regimental Fire & Fury, Johnny Reb III, or Pickett's Charge (standard 1-inch wide bases) may use their figures directly without rebasing.

[RULE-00-3.3] The Center Color Stand: Every infantry regiment must designate one stand as its Color Stand (displaying the national and regimental colors). The Color Stand must always occupy the center of the front rank in Line of Battle. All regimental measurements for command radius, wheeling pivots, line-of-sight checks, and range origin originate from the center-front edge of this stand.

4.0 Regimental Sizes & Tactical Footprints

[RULE-00-4.1] Regimental Size Categories: Civil War regiments suffered severe attrition from combat and disease. Regiments are categorized by the number of active stands fielded at the start of a scenario:

Regiment Size Stands Tabletop Frontage Historical Strength
Small Regiment 3-4 3.0" – 4.0" 180 – 260 Men
Standard Regiment 5-6 5.0" – 6.0" 300 – 450 Men
Large Regiment 7-8 7.0" – 8.0" 500 – 600 Men

[RULE-00-4.2] Minimum & Maximum Stand Thresholds: Minimum Size: An infantry regiment must have at least 3 stands to maintain formed cohesion. If a regiment is reduced to 1 stand remaining, it immediately shatters, loses tactical cohesion, and is permanently removed from play. Maximum Size: No regiment may exceed 10 stands (10.0" frontage).

[RULE-00-4.3] Regimental Health Profiles: The fighting efficiency of a regiment is governed by its remaining stand percentage: Fresh State (>75% of starting stands): Receives +1 to Melee rolls; high staying power. Worn State (35%–75% of starting stands): Standard combat values; no bonuses or penalties. Spent State (<35% of starting stands): Receives -1 to Melee rolls; must make a Discipline Check on 1D6 whenever fired upon.

5.0 Spatial Geometry: Frontage Accuracy vs. Depth Distortion

Historical Reality vs. Tabletop Representation

According to standard Civil War drill manuals (Casey’s Infantry Tactics and Hardee’s Tactics), a regiment formed in a two-rank battle line placed each file in a space of 22-24 inches (approx. 2 feet): Historical Frontage in Yards ~ (Number of Men / 2.5) to (Number of Men / 3.0) A standard mid-war regiment of 360 men deployed in two ranks fielded 180 files, occupying approximately 120-145 yards of physical front-line terrain.

[RULE-00-5.1] Frontage Accuracy: At our ground scale of 1 inch = 25-30 yards, a 5-stand regiment occupies exactly 5.0 inches (125–150 yards) of tabletop width. The lateral width of our units on the board is an exact 1:1 match for historical battle frontages. REALITY:

TABLETOP (15mm Stands):

[RULE-00-5.2] The Depth Distortion Dilemma: While the tabletop width is historically accurate, the physical depth of a 15mm miniature base (0.75"–1.0") scales up to 20–25 yards of ground depth. In reality, a two-rank battle line of soldiers was only 2 yards deep. Because the physical plastic/wood base is roughly 10 times thicker than a real Civil War battle line, the game requires rules to prevent players from exploiting this artificial bulk.

[RULE-00-5.3] Rules Compensating for Depth Distortion: To prevent geometric exploits, all players must treat the regiment as if it were a razor-thin, two-rank line of men standing flush on the front edge of the bases. Adhere to these three mandatory rules:

6.0 Designer Commentary & Historical Context

Why 15mm Regimental Scale?

The American Civil War was fundamentally an infantryman's and brigadier's war. At the grand tactical level (where brigades are represented by single large bases), players make high-level decisions but lose the crucial tactical dilemmas of the era: refusing an exposed regimental flank, managing the smoke bank from repeated volleys, deciding when to detach skirmishers, and feeling the gradual, visible erosion of a regiment as stand after stand is carried to the field hospital. Conversely, 28mm skirmish gaming is visually stunning but requires enormous table real estate (6x10 ft or larger) to field even a single brigade without suffering from compressed, unrealistic weapon ranges. By standardizing on 15mm miniatures on 1-inch stands, a standard 4x6 ft tabletop comfortably hosts 4 full brigades (16-20 regiments plus artillery). This allows players to command realistic division-scale operations—complete with reserves, cavalry flanking screens, and coordinated counter-attacks—while preserving the individual identities, weapon profiles, and battle flags of historic regiments.



01. SEQUENCE OF PLAY & THE TURN STRUCTURE

1.0 The Game Turn


2.0 Phase 1: Staff & Command Phase (Simultaneous)


3.0 Phase 2: Active Maneuver & Assault Phase (Active Side)


4.0 Phase 3: Active Ranged Combat Phase (Active Side)


5.0 Phase 4: Assault & Melee Resolution Phase (Simultaneous)


6.0 Phase 5: Status, Smoke & Clean-up Phase (Joint)



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?



03. TERRAIN, ELEVATION, REVERSE SLOPES & LINE OF SIGHT

1.0 Master Terrain Classifications & Movement Effects

Terrain Type Movement Cost / Penalty Permitted Formations Cover Save Line of Sight (LOS) & Tactical Rules
Open Ground / Pasture Base Speed (6" Line / 8" Col) All Formations None Unrestricted visibility. Baseline terrain.
Cornfield / High Crops -2.0" Movement Penalty All Formations Light (5+) Blocks LOS beyond 4.0". No Double-Time allowed.
Ploughed Field / Deep Mud -2.0" Movement Penalty All Formations None Exhausting ground; -1" to charge declarations.
Orchard / Light Woods 4.0" Maximum Speed All Formations Light (5+) Blocks LOS beyond 6.0". No Double-Time allowed.
Dense Woods / Scrub 3.0" Maximum Speed Column / Skirmish Only Light (5+) Blocks LOS beyond 3.0". Line of Battle must disorder to enter.
Minor Stream (Heron's Run) -2.0" Movement Penalty All Formations None Halts charges across water except at bridges/fords.
Major River / Deep Water Impassable Crossable only at designated Bridges and Fords.
Sunken Road / Cutting One Full Turn to Exit Line / Column Heavy (4+) Frontal fire provides +2 Melee bonus; exit consumes entire turn.

2.0 Linear Obstacles, Entrenchments & Sunken Lanes

Example: An attacking regiment charges a defending regiment lined up with its front edge touching a stone wall. The defending regiment receives a heavy cover save of 4+ and a melee defense bonus of +2.


3.0 Structures, Buildings & Town Sectors

Feature Rules
Max Capacity 2 Stands (Infantry or Dismounted Cavalry)
Defensive Save Heavy Cover (4+ Save)
Melee Status +2 Defense Bonus, Immune to Flank Attacks
Shooting Arc 360° All-Around Fire (1D6 per garrisoned stand)
Artillery Siege 4+ Hit with Solid Shot; 2 Hits collapses structure

4.0 Elevation, Slopes & Dead Ground (Reverse Slopes)

Example: A regiment positioned on the crest of a hill (Level 1) has full line of sight to the low ground (Level 0). A regiment positioned on the reverse slope, behind the crest, is in dead ground and hidden from Level 0.


5.0 Line of Sight (LOS) & Firing Arcs

Example: A firing regiment targets an enemy regiment within its 45° forward arc with a direct line of sight. Firing outside this arc, or through dense trees or friendly units, is prohibited.


6.0 Worked Tactical Examples & Spatial Diagrams

Tactical Example: Reverse Slope Defense & Plunging Fire

Example: A Confederate assault line advances at Level 0. On the Level 1 crest of the ridge, Union Battery B has full visibility to fire. Two inches behind the crest, the 2nd Wisconsin infantry is safely positioned in dead ground on the reverse slope.

Step-by-Step Scenario Analysis

  1. Initial Dispositions:

  2. Battery B, 4th US Artillery (Union): Deployed directly on the Crestline of Oak Ridge (Level 1) with 3-inch Ordnance Rifles.

  3. 2nd Wisconsin Infantry (Union): Deployed in Line of Battle 2.0" behind the crestline on the reverse slope.
  4. 4th Virginia Infantry (Confederate): Advancing across the valley pasture at Level 0, currently 8.0" away from the base of the ridge.

  1. Line of Sight & Targeting Assessment ( / ):

  2. Can the 4th Virginia see or shoot at the 2nd Wisconsin? No. Because the 2nd Wisconsin is deployed more than 1.0" behind the crestline, it is in Dead Ground . The Confederate Virginians have no line of sight to the Wisconsin infantry and cannot target them.

  3. Can the 4th Virginia see Battery B? Yes. Battery B is positioned on the crestline, making it fully visible.

  1. Overhead Firing Resolution :

  2. Battery B wishes to fire long-range shell over the heads of friendly troops. However, because the 2nd Wisconsin is tucked safely behind the crest on the reverse slope, Battery B has a completely clear field of plunging fire into the valley without violating friendly safety clearance rules.

  3. Battery B rolls its 2D6 shell dice pool against the advancing 4th Virginia at Level 0 with zero obstruction.
  4. Springing the Trap (Active Phase Maneuver):

  5. On the following Union turn, the 2nd Wisconsin spends 2.0" of movement to advance from the reverse slope onto the crestline. It delivers a devastating close-range volley with downhill bonuses, catching the advancing Confederates in the open valley below.


7.0 Designer Commentary & Historical Context

The Tactical Reality of Reverse Slopes & Line of Sight

One of the most glaring defects of traditional miniature rules is the "God's-eye view," where every miniature on the table is visible to every other miniature as long as a cardboard tree isn't directly in between them.

Historically, Civil War commanders understood the immense defensive power of Dead Ground and Reverse Slopes. At the Battle of South Mountain (1862) and along Cemetery Ridge at Gettysburg (1863), Union commanders frequently positioned their infantry regiments 20-50 yards behind the crest of a ridge. This protected the men from Confederate artillery counter-battery fire and kept the regiment invisible to oncoming assault columns until the attackers were within 40 yards of the crest.

The 1.0-inch Reverse Slope Rule (25–30 yards ground scale) mechanically replicates this tactical doctrine with zero bookkeeping. By simply placing your stands slightly behind the ridge marker, your units are completely immune to direct ranged fire from the valley floor.

Furthermore, enforcing the strict prohibition against firing through friendly formed lines eliminates the unrealistic practice of stacking lines three ranks deep to generate massive dice walls. In this system, positioning, frontage intervals, and terrain exploitation are what win battles—just as they did in 1862.



04. DEFENSIVE REACTIONS & INTERACTIVE TACTICS

1.0 The Reactive Philosophy & Trigger Windows


2.0 Reaction 1: Closing Defensive Volley (Point-Blank Charge Halting)

Example: A charging enemy regiment crosses the 4.0" trigger line and halts temporarily while the defending regiment delivers a closing volley. If the charger passes the subsequent discipline check, they close into contact; if they fail, they take disorder and stall 2.0" away.


3.0 Reaction 2: Opportunity / Interdiction Fire (Maneuver Punishment)

Example: An active enemy regiment moving across open ground within 8 inches of an unengaged and unsmoked defending regiment is interrupted mid-move by opportunity fire.


4.0 Reaction 3: Skirmisher & Light Cavalry Screen Evade

Example: A detached skirmish screen declares an evade when a charging enemy line closes within 6.0 inches. It withdraws 4.0-6.0 inches through its parent regiment, leaving the parent unimpeded.


5.0 Reaction 4: Refuse the Flank (Hasty Pivot)

Example: As an enemy moves into the 90° flank zone, the original battle line spends 1 reserved pip to refuse the flank, wheeling its outer two stands back 45° to face the threat.


6.0 Reaction 5: Counter-Charge (Rebel Yell & Mounted Shock)

Example: A defending unit surges forward, spending 1 reserved pip, to meet a charging attacker in open ground, negating the attacker's charge momentum and applying any applicable shock bonuses.


7.0 Master Summary Matrix of All 5 Reactions

Reaction Name Primary Trigger Staff Pip Cost Eligible Units Mechanical & Combat Effect
1. Closing Volley Enemy charges within 4.0" Free Formed unsmoked, undisordered units Point-blank volley; 1+ hit or Nat 6 forces charger Discipline Check (4+) or charge stalls 2.0" away Disordered.
2. Opportunity Fire Enemy crosses front arc within 8.0" Free Unengaged, unsmoked formed lines Pauses enemy move; delivers volley; places Smoke Marker on firer; counts as fired for next turn.
3. Skirmish Evade Formed enemy closes within 6.0" Free Detached skirmishers / cavalry screens Screen makes immediate 4"–6" escape move through friendly lines without disordering parent unit.
4. Refuse Flank Enemy enters flank zone (45^\circ–90^\circ) 1 Reserved Pip (or 4+ Check) Formed infantry lines in Line of Battle Outer 1–2 stands wheel 45^\circ to face threat; cancels enemy +1 enfilade to-hit and +2 flank melee bonuses.
5. Counter-Charge Enemy declares charge in open ground 1 Reserved Pip Rebel Yell units, Veterans, or Cavalry Unit surges 2"–3" forward to meet attacker; cancels attacker momentum; applies +1 shock trait.

8.0 Comprehensive Worked Tactical Examples

Example A: Closing Volley Repulses an Assault

Example: The 14th Brooklyn charges the 5th Virginia, triggering a closing defensive volley at the 4.0" mark.

  1. Assault Declaration: The 14th Brooklyn declares a charge against the 5th Virginia across an open pasture (8.0" separation). The Union player spends 1 Staff Pip and moves the Brooklyn regiment forward.

  1. Interruption at 4.0 Inches : At the 4.0" mark, movement halts. The Confederate player declares Reaction 1: Closing Defensive Volley.

  1. Volley Execution :

  2. The 5th Virginia fields 5 stands armed with Smoothbore Muskets (Buck & Ball). At Short Range (0–6"), they hit on 3+.

  3. Dice Pool: 5D6. Rolls: [3, 3, 5, 2, 6].
  4. Result: 4 hits scored (including one natural 6).
  5. Casualties: 4 hits = 2 physical stands removed from the 14th Brooklyn.
  6. Suppression: The natural 6 inflicts an immediate Disorder Marker.

  1. Discipline Check :

  2. Sufferings stand losses and Disorder forces the 14th Brooklyn to make an immediate Discipline Check (4+ for Regulars).

  3. The Union player rolls a 2Failed!

  1. Aftermath : The charge stalls. The 14th Brooklyn halts 2.0" away from the Virginia line, reduced to 3 stands, Disordered. The 5th Virginia receives a Smoke Marker. No melee occurs.

Example B: Refusing the Flank Protects a Battery

Example: The 28th North Carolina advances into the exposed right flank of the 19th Indiana Infantry, which spends 1 reserved pip to wheel its stands 45° outward to present a refused shoulder.

  1. Tactical Threat: The 28th North Carolina maneuvers into the open right flank of the 19th Indiana, threatening to rake the infantry and sweep into the flank of Battery B.

  1. Reaction Declaration : The Union player spent 1 Staff Pip during Phase 1 to place in reserve. As the North Carolinians enter the flank zone, the Union player declares Reaction 4: Refuse the Flank.

  1. Execution : The Union player expends the Reserved Pip and wheels the two right-flank stands of the 19th Indiana backward by 45^\circ.

  1. Outcome : When the 28th North Carolina fires in Phase 3, it must fire frontally against the angled stands. It receives no enfilade to-hit bonus, and Battery B remains shielded behind the refused line.

Example C: Opportunity Fire Punishes a Flank March

Example: The 8th Georgia marches rapidly in assault column within 6 inches across the front of the 2nd Wisconsin, triggering opportunity fire.

  1. Careless Maneuver: The 8th Georgia moves in Assault Column along a dirt path, crossing 6.0" directly across the front arc of the 2nd Wisconsin deployed in Line of Battle behind a low crest.

  1. Interruption : The Union player calls Reaction 2: Opportunity Fire. Movement halts mid-path.

  1. Execution :

  2. The 2nd Wisconsin rolls 5D6. Rifled muskets hit on 4+ at Short Range.

  3. Target is in Assault Column: suffers -1 to saves vs. canister/dense fire.
  4. Rolls: [1, 4, 4, 6, 2]. Three hits scored (4, 4, 6).
  5. Casualties: 3 hits = 1 stand removed, 1 hit tracked on micro-dice. The natural 6 inflicts a Disorder Marker.

  1. Resumption : The 8th Georgia takes its casualties, becomes Disordered, and because it was disordered by a natural 6, its remaining movement speed for the turn is cut in half. The 2nd Wisconsin places a Smoke Marker and cannot shoot in its upcoming active phase.

9.0 Designer Commentary & Historical Context

Why These Five Reactions?

The historical record of the American Civil War is replete with moments where a battle turned on split-second regimental reactions rather than high-level generalship: * The Closing Volley: At the Battle of Franklin (1864) and the Peach Orchard at Shiloh (1862), advancing assault waves were repeatedly shattered and halted within 30 paces by disciplined, point-blank volleys delivered by steady defenders waiting behind breastworks. * Refusing the Flank: Joshua Lawrence Chamberlain’s famous maneuver with the 20th Maine at Little Round Top—wheeling his left-flank company back at a right angle—is the quintessential example of Refusing the Flank under pressure. * The Counter-Charge: Confederate doctrine frequently emphasized meeting an oncoming Union advance with a sudden, screaming counter-charge into open ground, catching the Federal line disordered as it crossed fences or ditches.

By codifying these historical behaviors into five clear reaction triggers governed by a simple resource economy (Reserved Staff Pips), the game achieves maximum tactical realism and high player engagement without degenerating into chaotic, off-turn rule arguments.



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.



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.



07. MORALE, BRIGADE FALTERING, LEADERS & ARMY TRAITS

1.0 Regimental Health & Morale States

Health State Threshold Melee/Shock Modifier Tactical Capabilities Resilience/Notes
1. FRESH STATE >75% of Starting Stands Remaining +1 Full operational speed; may Charge/Assault High stamina; unaffected by light losses
2. WORN STATE 35% to 75% of Starting Stands Remaining +0 Standard movement and firing capabilities Combat fatigue sets in; ranks thinning
3. SPENT STATE <35% of Starting Stands Remaining / 2 Stands Left -1 Cannot declare Assaults unless led by GM Must make 1D6 Discipline Check if fired on
4. SHATTERED 1 Stand Remaining N/A Instantly collapses; removed from play Final stand loss counts to Faltering Clock
Starting Unit Size Fresh State (+1 Melee) Worn State (+0 Melee) Spent State (-1 Melee) Shattered (Removed)
8 Stands (Large) 8 to 7 Stands 6 to 3 Stands 2 Stands 1 Stand Remaining
6 Stands (Standard) 6 to 5 Stands 4 to 3 Stands 2 Stands 1 Stand Remaining
5 Stands (Standard) 5 to 4 Stands 3 Stands 2 Stands 1 Stand Remaining
4 Stands (Small) 4 Stands 3 Stands 2 Stands 1 Stand Remaining
3 Stands (Depleted) 3 Stands 2 Stands 1 Stand Remaining

Whenever a unit is subjected to a morale crisis (e.g., suffering casualties from a closing volley , executing passage of lines , or taking fire while in a Spent state), it must roll a Discipline Check on 1D6:


2.0 The Brigade Faltering Clock (The Brigade Morale Engine)

Status Threshold Effects
Fresh Brigade 0–29% Stands Lost Full Operations, Full Staff Pip Menu, Standard Shooting
Hesitant Brigade 30–49% Stands Lost Cannot Charge/Assault, Cannot Double-Time, -1 to All Shooting, -1 to Discipline Checks
Broken Brigade 50%+ Stands Lost Complete Collapse, Mandatory Retreat to Edge, Victory Points Awarded

  1. Assault Prohibition: Regiments in the brigade cannot declare Assaults/Charges .

  1. Speed Restriction: Units cannot use the Double-Time order .
  2. Degraded Firepower: All regiments and attached batteries suffer a -1 to-hit penalty on all Phase 3 shooting rolls.
  3. Shaken Morale: All subordinate units suffer a -1 penalty to all Discipline Checks.

  4. [RULE-07-2.4] Threshold 2: The Broken / Whipped State (~ 50% Total Stand Losses):

  5. When cumulative stand losses reach or exceed 50% of the brigade's starting strength, the brigade is officially Whipped / Broken.
  6. Immediate Collapse Protocol:
  7. The brigade immediately forfeits all remaining Staff Pips.
  8. All subordinate regiments and batteries receive a Disorder Marker.
  9. Every unit in the brigade must spend its entire movement phase on all subsequent turns executing full retrograde moves (6.0" per turn) toward the friendly table edge.
  10. Broken units cannot shoot, cannot rally, and cannot initiate melee. If charged by an active enemy unit, a Broken regiment automatically Routs and is removed from the table.

Master Brigade Morale Threshold Table

Brigade Total Starting Stands Typical Composition Hesitant Threshold (30% Losses) Broken Threshold (50% Losses)
16 Stands 4 Small Regiments (4 stands each) 5 Stands Lost 8 Stands Lost
20 Stands 4 Standard Regiments (5 stands each) 6 Stands Lost 10 Stands Lost
24 Stands 4 Large or 5 Standard Regiments 7 Stands Lost 12 Stands Lost
28 Stands 5 Large Regiments 8 Stands Lost 14 Stands Lost
32 Stands Reinforced Division Wing (6–7 Regts) 10 Stands Lost 16 Stands Lost

3.0 Rallying, Re-forming & Regimental Recovery


4.0 Leaders, Headquarters & Officer Casualties

Example: A Brigadier General can act as an independent command post within a 12" radius, generating normal staff pips and remaining safe from small arms fire. Alternatively, they can be attached to a color stand (base-to-base), granting +1 to melee and discipline checks and ignoring out-of-command limits, but they must roll for leader casualty if the unit takes a stand loss or a natural 6.


Master Leader Casualty Table

1D6 Roll Casualty Result Tactical & Command Consequences
1 – 3 Unhurt / Close Call Bullet passes through uniform or strikes horse. No effect; commander continues leading.
4 Lightly Wounded General is hit but refuses to leave the field. Generates -1 Staff Pip on all subsequent turns.

| 5 | Severely Wounded / Captured | General falls from saddle and is carried off. Stand is removed from play. The senior Colonel takes command: on the next turn, generate pips using the Timid / Political formula (1D3 / 2) . | | 6 | Killed in Action (KIA) | General is killed instantly. The attached regiment immediately receives an automatic Disorder Marker. The brigade loses all remaining Staff Pips for the current turn. On the next turn, a replacement Colonel assumes command with a permanent Timid profile. |


5.0 Comprehensive Worked Tactical Examples

Example 1: The Cascading Collapse of a Hesitant Brigade

Example: The 2nd Brigade starts with 20 stands and takes cumulative losses across its regiments (such as the 143rd, 149th, 150th, and 121st PA), eventually losing 6 stands total, crossing the 30% threshold and triggering a Hesitant state.

Step-by-Step Scenario Analysis

  1. The Casualties Accumulate: Across Turns 2 and 3, the 2nd Brigade (Army of the Potomac) sustains heavy Confederate artillery fire and repulses an assault. The brigade loses:

  2. 143rd Pennsylvania: 2 stands lost.

  3. 149th Pennsylvania: 2 stands lost.
  4. 150th Pennsylvania: 1 stand lost.
  5. 121st Pennsylvania: 1 stand lost.

  1. Phase 1: Morale & Status Assessment :

  2. Total Starting Stands: 20 stands.

  3. Cumulative Stands Lost: 6 stands (30% attrition).
  4. The Faltering Threshold Triggered: Brigadier Potts reaches the 6-stand loss limit. He places a Hesitant Marker on his command base.
  5. Tactical Consequences for the Brigade:

  6. On Turn 4, Brigadier Potts rolls 2 Staff Pips. He wants to order the 150th Pennsylvania to counter-attack an exposed Confederate battery.

  7. Order Denied: Because the brigade is Hesitant, it cannot declare Assaults/Charges . The 150th PA cannot charge.
  8. The brigade attempts to fire musketry in Phase 3. All regiments suffer a -1 to-hit penalty on their shooting dice due to thinning ranks and demoralization.
  9. The Danger of Total Collapse:

If the brigade loses 4 more stands (reaching 10 stands lost / 50%), the entire brigade will become Broken and must begin a mandatory retreat off the battlefield.


Example 2: Attached General Leading a Spent Unit & Leader Risk Check

Example: Brigadier Garnett attached to the 33rd Virginia (which has 2 stands remaining and is in a spent health state) spends 1 staff pip to advance 9.0" at a double-quick towards a defending Union battery, which fires canister at the 4.0" mark.

Step-by-Step Resolution Walkthrough

  1. The Desperate Charge ( / ):

  2. The 33rd Virginia is reduced to 2 stands (Spent health state, -1 to melee). Normally, a Spent unit is forbidden from declaring an assault.

  3. However, Brigadier Garnett personally attaches to the regiment's Color Stand. His presence authorizes the spent regiment to declare a charge. Garnett spends 1 Staff Pip.

  1. The Approach & Canister Blast :

  2. At the 4.0" mark, the Union battery delivers a Closing Canister Volley (2D6, hitting on 2+).

  3. The Union player rolls: [2, 6]. Result: 2 hits scored (including one natural 6).
  4. The 33rd Virginia is in the open (no save). 2 hits = 1 stand removed! The regiment is down to its final stand (Color Stand). The natural 6 inflicts a Disorder Marker.

  1. The Leader Casualty Check :

  2. Because the attached regiment suffered a stand loss and a natural 6, Brigadier Garnett must immediately roll on the Leader Casualty Table .

  3. The Confederate player rolls 1D6: Roll is a 5 — Severely Wounded!

  1. Command Aftermath :

  2. General Garnett is shot from his horse and carried off the field; his stand is removed from play.

  3. Without the general present, the 33rd Virginia is reduced to 1 stand remaining . The regiment immediately shatters, collapses, and its final stand is removed from the table.
  4. The brigade loses 2 stands total toward its Faltering Clock, and on the next turn, a replacement Colonel assumes command with a Timid rating.

6.0 Designer Notes & Historical Commentary

The Anatomy of Brigade Morale & Command Risk

In 19th-century linear combat, the breaking point of an army was almost never determined by physical extermination. Civil War soldiers were volunteers with strong community ties; regiments from the same county or state stood side by side in the brigade line.

When a brigade took 30% casualties, the psychological weight was catastrophic: company captains were dead, color guards had been shot down multiple times, cartridge boxes were empty, and the wounded crying for water filled the rear lines. At this stage, a brigade became Hesitant—it could still defend a fence line with sullen obstinacy, but it could no longer summon the offensive momentum to charge across an open field.

At 50% casualties, the brigade ceased to exist as an organized combat formation. The line disintegrated into clusters of retreating men seeking the safety of the division reserve.

The Brigade Faltering Clock captures this historical dynamic with complete mechanical elegance: * Zero Table Clutter: One D6 on the Brigadier's base tracks the fate of 4-5 regiments. * Collective Responsibility: A player cannot sacrifice two "throwaway" regiments on a hopeless assault without dooming their entire brigade to a Hesitant state. * The Heroic Dilemma: Attaching your Brigadier to an assault gives you the crucial +1 Melee bonus and rallies spent units, but as happened to Albert Sidney Johnston at Shiloh and John Reynolds at Gettysburg, leading from the front carries a high risk of being carried off the field in a blanket.



08. CAVALRY OPERATIONS, DISMOUNTED TACTICS, WEAPONS & HORSE ARTILLERY

1.0 Mounted Operations, Formations & Movement

Example: A mounted line of battle (full frontage) grants +1 cavalry shock vs open infantry and can move 9.0" in the open or charge 12.0". A mounted column of route (road speed) can move 14.0" on roads but suffers a -2 to saves if attacked.

Movement Type / Surface Mounted Line Mounted Column Dismounted Skirmish Line Horse Holders
Open Ground / Pasture 9.0" 10.0" 5.0" 4.0"
Roads & Hard Trails 10.0" 14.0" 6.0" 8.0"
Woods / Rough Ground 5.0" 6.0" 4.0" 2.0"
Charge / Assault Speed 12.0" Prohibited Prohibited Prohibited

2.0 Dismounted Tactics

3.0 Cavalry Weaponry & Carbine Mechanics

Cavalry Firearm Type Short Range (0–6") Medium Range (6–14") Long Range (14–18") Firepower Trait & Tactical Profile
Breechloading Carbine (Sharps / Burnside / Smith) 4+ 4+ 5+ Rapid Reload: Roll +1 Bonus Die per 2 firing stands in the regiment.
Repeating Carbine / Rifle (Spencer 7-Shot / Henry) 3+ 4+ 5+ Devastating Volume: Generates +2 Bonus Dice to the regiment's total shooting pool.
Muzzleloading Carbine / Rifled Musketoon 4+ 5+ Standard cavalry carbine; no rate-of-fire bonuses.
Shotguns & Revolver Pairs (Confederate Cavalry) 3+ Deadly Point-Blank: Hits on 3+ at <= 4.0"; +1 to Melee; zero capability beyond 4.0".

4.0 Screening, Reconnaissance & Evasion Tactics

Example: When an advancing enemy infantry brigade comes within 6.0" of a cavalry skirmish screen, the screen can declare evasion and withdraw 6.0" to the flank or rear, leaving the friendly main battle line masked.


5.0 Horse Artillery ("Flying Batteries")

Profile Attribute Details
Ordnance Types 3-inch Ordnance Rifles or 12-pdr Napoleons
Limbered Speed 10.0" Open Ground / 14.0" on Roads
Rapid Action Limber or Unlimber for HALF MOVE (4.0" Move + Fire)
Prolonge Speed 3.0" by hand in action front
Firing Dice 2D6 per Section (Standard Artillery Matrix)

6.0 Comprehensive Worked Tactical Examples

Example 1: Buford’s Dismounted Defense at McPherson's Ridge

Example: The 8th Illinois Cavalry (3 dismounted stands with Spencer carbines) lines behind a split-rail fence with a 5+ save, while 1 horse holder stand is in a swale 3" to the rear. They face the 5th Alabama Infantry (5 stands in an assault column on the road, suffering -1 to saves) at a medium range of 10.0".

Step 1: Tactical Setup

Step 2: Phase 3 Shooting Resolution

Step 3: Saves & Casualties


Example 2: Mounted Cavalry Charge vs. Disordered Infantry

Example: The 1st Virginia Cavalry (4 stands mounted, fresh, saber & pistol) declares a charge at a 10.0" range with a double-quick charge speed of 12.0". They target the 121st Pennsylvania (3 stands, disordered, spent) in an open pasture, which cannot fire a closing volley because they are disordered.

Step 1: Charge Declaration & Contact

Step 2: Opposed Melee Roll

Both players roll 1D6 simultaneously:

\mathbf{1st Virginia Cavalry (Attacker):} \quad 1D6 Roll: 4

Score = 4 (Die) + 4 (Stands) + 1 (Fresh) + 1 (Momentum) + 1 (Cav Shock vs. Open Infantry) = \mathbf{11}

\mathbf{121st Pennsylvania (Defender):} \quad 1D6 Roll: 3

Score = 3 (Die) + 3 (Stands) - 1 (Spent State) - 2 (Disordered) = \mathbf{3}

Step 3: Melee Aftermath & Immediate Rout


7.0 Designer Notes & Historical Commentary

The Myth of the Napoleonic Saber Charge in the ACW

Early in the Civil War, romantic notions of European cavalry charges dominated both armies. But the lethal range of rifled muskets quickly proved that massed cavalry charges against formed, steady infantry were suicidal.

Instead, American cavalry evolved into the most modern, versatile arm on the battlefield: mounted infantry and mobile shock dragoons. * Buford at Gettysburg: On July 1, 1863, General John Buford dismounted his two cavalry brigades along McPherson's Ridge. Using single-file horse holders, fence lines, and rapid-firing carbines, Buford's 2,500 troopers held off Henry Heth’s 7,500-man Confederate infantry division for over two critical hours until the Union I Corps arrived. * Stuart and Sheridan: In the East and West, cavalry was used for deep scouting, screening brigade maneuvers, seizing bridges, and striking retreating or disordered enemy lines with devastating momentum.

The rules in this chapter accurately capture this dual nature: 1. Dismounting with Horse Holders: Enforces the historical trade-off—dismounting gives you dispersed, hard-to-hit skirmishers armed with rapid-firing breechloaders, but permanently ties down 25% of your fighting manpower to hold the horses. 2. Vulnerability of Mounts: Placing your Horse Holder stand in an exposed field risks losing your horses to enemy fire, leaving your troopers stranded as slow foot skirmishers. 3. Opportunistic Shock: Mounted cavalry remains terrifying against disordered, retreating, or marching columns, but charging a solid battle line waiting behind a fence will get your saddles emptied in seconds.



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.



12. BRIGADE ROSTERS, PLAY-AIDS & PRINTABLE TOKEN TEMPLATES

1.0 Roster Architecture & Play-Aid Design


2.0 Universal Brigade Command Card Template

Brigade Command Roster Field Value
Commander / Rank [Brig. Gen. / Col.]
Leadership Rating Aggressive (1D3+1) / Reliable (1D3) / Timid (1D3/2)
Command Radius / Division 12.0 Inches / Division Name
Staff Pips Tracker 1-4, Reserved Pip
Faltering Clock Total Stands, Hesitant Threshold (30%), Broken (50%)
Regiments Name, Troop Quality, Weapon, Traits, Stand Tracker, Health Track

3.0 Pre-Filled Printable Scenario Cards: "Clash at Heron's Creek"


Union Command Cards


Confederate Command Cards


4.0 Printable Markers & Status Token Cutouts

Token Type Effect
Disordered -2" Move, -1 Shoot, -2 Melee
Gunsmoke -1 To-Hit Beyond 6"
Hesitant No Charge, -1 Shoot
Broken Full Retreat To Edge
Low Ammo -1 To-Hit Until Supply
Reserved Staff Pip Reactions Only
Opp. Fire Fired Cannot Fire in Phase 3
Objective Control VP Area Control

5.0 Tactical Play-Aid: Range & Measuring Ruler

Range Band Description
0" - 4.0" Point-Blank, Canister, Buck & Ball. Reaction B Closing Fire Trigger Line.
0" - 6.0" Short Range, Canister Zone (Smoke Ignored).
0" - 12.0" Command Radius / Staff Allocation (In-Command Bubble).
6.0" - 14.0" Medium Range / Musketry Limit (Springfield/Enfield).
14.0" - 20.0" Long Range.

6.0 Tabletop Marker Guidelines & Crafting Recommendations