CHAPTER 17
Master Rules Index
17. MASTER INDEX
"Order and discipline are the true foundations of military success."
This index provides a comprehensive, hyperlinked reference to every chapter, section, and specific rule in Dress on the Colors.
00. INTRODUCTION, SCALES & UNIT STANDARDS
- 1.0 Design Philosophy & Core Principles
- RULE-00-1.1 - The Core Objective
- RULE-00-1.2 - The Command Philosophy (Eliminating the Freeze)
- RULE-00-1.3 - Visual Clarity
- RULE-00-1.4 - Dynamic Engagement (The Reaction System)
- 2.0 Core Scales of Action
- RULE-00-2.1 - Ground Scale
- RULE-00-2.2 - Time Scale
- RULE-00-2.3 - Figure & Stand Ratios
- RULE-00-2.4 - Table Space & Battlefield Footprint
- 3.0 Basing Specifications (15mm Standard)
- RULE-00-3.1 - Standard Base Dimensions
- RULE-00-3.2 - Stand Compatibility
- RULE-00-3.3 - The Center Color Stand
- 4.0 Regimental Sizes & Tactical Footprints
- RULE-00-4.1 - Regimental Size Categories
- RULE-00-4.2 - Minimum & Maximum Stand Thresholds
- RULE-00-4.3 - Regimental Health Profiles
- 5.0 Spatial Geometry: Frontage Accuracy vs. Depth Distortion
- RULE-00-5.1 - Frontage Accuracy
- RULE-00-5.2 - The Depth Distortion Dilemma
- RULE-00-5.3 - Rules Compensating for Depth Distortion
- 6.0 Designer Commentary & Historical Context
01. SEQUENCE OF PLAY & THE TURN STRUCTURE
- RULE-01-1.0 - Overview
- 2.0 Phase 1: Staff & Command Phase (Simultaneous)
- RULE-01-2.1 - Step 1.1
- RULE-01-2.2 - Step 1.2
- RULE-01-2.3 - Step 1.3
- 3.0 Phase 2: Active Maneuver & Assault Phase (Active Side)
- RULE-01-3.1 - Step 2.1
- RULE-01-3.2 - Reaction Window A
- RULE-01-3.3 - Step 2.2
- RULE-01-3.4 - Reaction Window B (The 4.0" Line)
- 4.0 Phase 3: Active Ranged Combat Phase (Active Side)
- RULE-01-4.1 - Step 3.1
- RULE-01-4.2 - Step 3.2
- RULE-01-4.3 - Step 3.3
- RULE-01-4.4 - Step 3.4
- 5.0 Phase 4: Assault & Melee Resolution Phase (Simultaneous)
- RULE-01-5.1 - Step 4.1
- RULE-01-5.2 - Step 4.2
- RULE-01-5.3 - Step 4.3
- 6.0 Phase 5: Status, Smoke & Clean-up Phase (Joint)
- RULE-01-6.1 - Step 5.1
- RULE-01-6.2 - Step 5.2
- RULE-01-6.3 - Step 5.3
02. COMMAND, STAFF PIPS & TACTICAL MANEUVER
- 1.0 The Command Structure & Brigadier Ratings
- RULE-02-1.1 - The Brigade as Tactical Element
- RULE-02-1.2 - Brigadier Leadership Profiles
- RULE-02-1.3 - Generating Staff Pips
- RULE-02-1.4 - Physical Tracking & Pip Hoarding
- 2.0 Command Radius & Out-of-Command Status
- RULE-02-2.1 - The 4-Tier Command Network
- RULE-02-2.2 - Line of Sight for Command
- RULE-02-2.3 - Out-of-Command Restrictions (The Inertia Rule)
- RULE-02-2.4 - Attached Leaders
- 3.0 The Staff Pip Menu: Standard vs. Special Orders
- RULE-02-3.1 - Free Standard Orders (The "No Freeze" Baseline)
- RULE-02-3.2 - Special Staff Pip Tasks
- RULE-02-3.3 - Expenditure Timing
- 4.0 Formations & Tactical Dispositions
- RULE-02-4.1 - Line of Battle
- RULE-02-4.2 - Assault Column (Column of Companies)
- RULE-02-4.3 - Road / March Column
- RULE-02-4.4 - Skirmish Screens
- RULE-02-4.5 - Artillery Formations
- 5.0 Movement Rates, Maneuver Rules & Geometry
- RULE-02-5.1 - Master Movement Table
- RULE-02-5.2 - Wheeling & Direction Changes
- RULE-02-5.3 - Formation Changes & Re-forming Line
- RULE-02-5.4 - Inter-Unit Intervals & Passage of Lines
- RULE-02-5.5 - Retrograde Movements (Falling Back)
03. TERRAIN, ELEVATION, REVERSE SLOPES & LINE OF SIGHT
- 1.0 Master Terrain Classifications & Movement Effects
- RULE-03-1.1 - Terrain Scale & Standard
- RULE-03-1.2 - Master Terrain Matrix
- RULE-03-1.3 - Entering and Exiting Terrain
- RULE-03-1.4 - Fractional Movement Minimum
- RULE-03-1.5 - Rough Ground & Formation Disruption
- 2.0 Linear Obstacles, Entrenchments & Sunken Lanes
- RULE-03-2.1 - Split-Rail & Snake Fences
- RULE-03-2.2 - Stone Walls
- RULE-03-2.3 - Hedges & Brush Rows
- RULE-03-2.4 - Abatis & Field Earthworks
- RULE-03-2.5 - Sunken Roads (e.g., The Bloody Lane)
- 3.0 Structures, Buildings & Town Sectors
- RULE-03-3.1 - Isolated Farmhouses & Stone Structures
- RULE-03-3.2 - Artillery Destruction of Buildings
- RULE-03-3.3 - Town & Village Sectors
- RULE-03-3.4 - Melee in Built-Up Sectors
- 4.0 Elevation, Slopes & Dead Ground (Reverse Slopes)
- RULE-03-4.1 - Elevation Levels
- RULE-03-4.2 - The Crestline Position
- RULE-03-4.3 - The Reverse Slope & Dead Ground Rule
- RULE-03-4.4 - Intervening Hills Blocking LOS
- RULE-03-4.5 - Artillery Plunging / Overhead Fire
- 5.0 Line of Sight (LOS) & Firing Arcs
- RULE-03-5.1 - The 45° Forward Arc of Fire
- RULE-03-5.2 - Origin of Measurement
- RULE-03-5.3 - Strict Prohibition on Firing Through Friendly Units
- RULE-03-5.4 - Skirmish Screen Sight Exception
- RULE-03-5.5 - Blocking Terrain & Vision Limits
- RULE-03-5.6 - Target Priority Rules
- RULE-03-5.7 - Flank & Enfilade Definitions
- 7.0 Designer Commentary & Historical Context
04. DEFENSIVE REACTIONS & INTERACTIVE TACTICS
- 1.0 The Reactive Philosophy & Trigger Windows
- RULE-04-1.1 - The Anti-Passivity Principle
- RULE-04-1.2 - Reaction Trigger Windows
- RULE-04-1.3 - The Reaction Economy (Free vs. Reserved Staff Pips)
- RULE-04-1.4 - Single Reaction per Trigger Limit
- 2.0 Reaction 1: Closing Defensive Volley (Point-Blank Charge Halting)
- RULE-04-2.1 - Trigger Condition
- RULE-04-2.2 - Cost & Eligibility
- RULE-04-2.3 - Execution & Dice Pool
- RULE-04-2.4 - The Charge Discipline Check
- RULE-04-2.5 - Outcome of the Volley
- RULE-04-2.6 - Gunsmoke Aftermath
- 3.0 Reaction 2: Opportunity / Interdiction Fire (Maneuver Punishment)
- RULE-04-3.1 - Trigger Condition
- RULE-04-3.2 - Cost & Eligibility
- RULE-04-3.3 - Execution & Resolution
- RULE-04-3.4 - Tactical Cost to Firer
- RULE-04-3.5 - Resumption of Movement
- 4.0 Reaction 3: Skirmisher & Light Cavalry Screen Evade
- RULE-04-4.1 - Trigger Condition
- RULE-04-4.2 - Cost & Eligibility
- RULE-04-4.3 - Evade Execution
- RULE-04-4.4 - Attacker Redirection & The Overrun
- 5.0 Reaction 4: Refuse the Flank (Hasty Pivot)
- RULE-04-5.1 - Trigger Condition
- RULE-04-6.2 - Cost & Execution Requirement
- RULE-04-6.3 - Mechanical Execution
- RULE-04-6.4 - Tactical Combat Impact
- 6.0 Reaction 5: Counter-Charge (Rebel Yell & Mounted Shock)
- RULE-04-6.1 - Trigger Condition
- RULE-04-6.2 - Eligibility & Traits
- RULE-04-6.3 - Cost
- RULE-04-6.4 - Counter-Charge Surge Execution
- RULE-04-5.5 - Melee Modifiers & Combat Impact
- 7.0 Master Summary Matrix of All 5 Reactions
- 9.0 Designer Commentary & Historical Context
05. RANGED COMBAT, WEAPONS, COVER & GUNSMOKE
- 1.0 Sequence of Ranged Combat & Firing Eligibility
- RULE-05-1.1 - The Ranged Combat Phase (Phase 3)
- RULE-05-1.2 - Firing Eligibility Criteria
- RULE-05-1.3 - Target Nomination & Priority Rules
- RULE-05-1.4 - Measurement Origin & Firing Arcs
- RULE-05-1.5 - Enfilade & Flank Raking Fire
- 2.0 The Stand-Based Dice Pool & Master Weapon Profiles
- RULE-05-2.1 - Dice Pool Formulation
- RULE-05-2.2 - Small Arms Weapon Matrix
- RULE-05-2.3 - Field Artillery Matrix
- RULE-05-2.4 - Depressed Muzzles & Double Canister Carnage
- RULE-05-2.5 - Artillery vs. Deep Formations
- RULE-05-2.6 - Concentrated Battery Fire (Staff Pip Spend)
- RULE-05-2.7 - Low Ammunition Rules (Optional Historical Chrome)
- 3.0 Defensive Saves, Casualties & Micro-Damage
- RULE-05-3.1 - The Cover Save Step
- RULE-05-3.2 - Master Cover Save Categories
- RULE-05-3.3 - Casualty Stand Removal (2 Hits = 1 Stand)
- RULE-05-3.4 - Regimental Shatter Threshold
- 4.0 Suppression: The Natural 6 Disorder Trigger
- RULE-05-4.1 - The Suppression Rule
- RULE-05-4.2 - The Discipline Save
- RULE-05-4.3 - Resolution Timing & Multiple 6s
- RULE-05-4.4 - Tactical Effects of Being Disordered
- RULE-05-4.5 - Plunging Fire & Overshoot
- 5.0 The Gunsmoke Obscuration Rules
- RULE-05-5.1 - The Smoke Bank Trigger
- RULE-05-5.2 - The Obscuration Penalty
- RULE-05-5.3 - Point-Blank Smoke Penetration (0–6")
- RULE-05-5.4 - Smoke Dissipation & Clearing
- RULE-05-5.5 - Multi-Regiment Smoke Walls
- 6.0 Friendly Fire & Intervisibility Restrictions
- RULE-05-6.1 - Strict Prohibition on Firing Through Formed Friendly Lines
- RULE-05-6.2 - Firing Through Skirmish Screens
- RULE-05-6.3 - Artillery Overhead & Plunging Fire
- 7.0 Master Shooting Modifiers Summary Matrix
- 9.0 Designer Notes & Historical Commentary
06. ASSAULTS, CHARGES, OPPOSING SHOCK & MELEE RESOLUTION
- 1.0 Assault Initiation & Charge Declarations
- RULE-06-1.1 - The Decisive Shock Phase
- RULE-06-1.2 - The Command Requirement (Staff Pip Expenditure)
- RULE-06-1.3 - Charge Eligibility Criteria
- RULE-06-1.4 - The Charge Vector & Alignment
- RULE-06-1.5 - Terrain Restrictions on Assaults
- 2.0 The Approach & Reaction Trigger Window B (The 4.0-Inch Line)
- RULE-06-2.1 - The 4.0-Inch Interruption Line
- RULE-06-2.2 - Order of Defensive Reactions
- RULE-06-2.3 - Resolving the Closing Defensive Volley
- RULE-06-2.4 - The Pre-Contact Discipline Check
- RULE-06-2.5 - Consequences of the Discipline Check
- 3.0 Physical Contact & The Opposed Melee Roll (Phase 4)
- RULE-06-3.1 - Base Alignment & Contact Geometry
- RULE-06-3.2 - The Opposed Melee Formula
- RULE-06-3.3 - Master Shock Modifiers Matrix
- RULE-06-3.4 - Engaged Stand Count Calculation
- 4.0 Melee Resolution, Casualties & Aftermath
- RULE-06-4.1 - Determining the Victor
- RULE-06-4.2 - Tied Melee Combats (The Bloody Draw)
- RULE-06-4.3 - Consequences for the Defeated Unit
- RULE-06-4.4 - Consequences for the Victor (Consolidation & Reform)
- RULE-06-4.5 - Breakthrough & Sweeping Advances
- 5.0 Assaulting Artillery Batteries & Heavy Fortifications
- RULE-06-5.1 - Overrunning Artillery Batteries
- RULE-06-5.2 - Storming Heavy Earthworks, Stone Walls & Sunken Roads
- 6.0 Master Melee Modifiers Reference Matrix
- 8.0 Designer Notes & Historical Commentary
07. MORALE, BRIGADE FALTERING, LEADERS & ARMY TRAITS
- 1.0 Regimental Health & Morale States
- RULE-07-1.1 - Dynamic Degradation
- RULE-07-1.2 - Regimental Health Profiles
- RULE-07-1.3 - Regimental Stand Health Breakdown Reference
- RULE-07-1.4 - The Master Discipline Check
- RULE-07-1.5 - Consequences of Failed Discipline Checks
- 2.0 The Brigade Faltering Clock (The Brigade Morale Engine)
- RULE-07-2.1 - The Brigade Collapse Doctrine
- RULE-07-2.2 - Tracking Brigade Casualties
- RULE-07-2.3 - Threshold 1
- RULE-07-2.4 - Threshold 2
- RULE-07-2.5 - Brigade Size vs. Threshold Breakdown
- 3.0 Rallying, Re-forming & Regimental Recovery
- RULE-07-3.1 - The Disorder Marker & Tactical Penalties
- RULE-07-3.2 - Rallying via Staff Pips (Command Rally)
- RULE-07-3.3 - Natural Regimental Rally (Phase 5)
- RULE-07-3.4 - The "Double Disorder" Attrition Rule
- RULE-07-3.5 - Reforming Worn Lines (Resting in Reserve)
- 4.0 Leaders, Headquarters & Officer Casualties
- RULE-07-4.1 - Leadership Command Functions
- RULE-07-4.2 - Attaching Leaders to Regiments
- RULE-07-4.3 - The Leader Casualty Risk Trigger
- RULE-07-4.4 - Leader Casualty Resolution Matrix
- RULE-07-4.5 - Targeting Solitary Command Stands
- 6.0 Designer Notes & Historical Commentary
08. CAVALRY OPERATIONS, DISMOUNTED TACTICS, WEAPONS & HORSE ARTILLERY
- 1.0 Mounted Operations, Formations & Movement
- RULE-08-1.1 - Regimental Scale & Basing
- RULE-08-1.2 - Mounted Formations
- RULE-08-1.3 - Master Cavalry Movement Rates
- RULE-08-1.4 - Mounted Shock vs. Formed Infantry
- RULE-08-1.5 - Cavalry vs. Cavalry Clashes
- 2.0 Dismounted Tactics
- RULE-08-2.1 - Dismounting
- RULE-08-2.2 - Remounting
- 3.0 Cavalry Weaponry & Carbine Mechanics
- RULE-08-3.1 - Master Cavalry Weapon Profiles
- RULE-08-3.2 - Mounted Shooting Restrictions
- RULE-08-3.3 - Rapid Fire & Ammunition Depletion
- 4.0 Screening, Reconnaissance & Evasion Tactics
- RULE-08-4.1 - The Vanguard & Flank Screen
- RULE-08-4.2 - Cavalry Evasion (Reaction 3 Application)
- RULE-08-4.3 - Delaying Actions (The "Dismount & Fall Back" Tactic)
- 5.0 Horse Artillery ("Flying Batteries")
- RULE-08-5.1 - Horse Artillery Organization & Mobility
- RULE-08-5.2 - Rapid Deployment (The Half-Move Unlimber)
- RULE-08-5.3 - The Flying Battery Galloper Tactic
- 7.0 Designer Notes & Historical Commentary
09. PICKUP GAMES & SCENARIO GENERATION
- 1.0 The Random Engagement Generator
- RULE-09-1.1 - Playing Without a Historical Scenario
- RULE-09-1.2 - Generating the Battle
- RULE-09-1.3 - Initiative & Attacker/Defender
- 2.0 Deployment Type Matrix (Roll 1D6)
- 3.0 Victory Conditions Matrix (Roll 1D6)
10. OPTIONAL RULES
- 1.0 Pre-Game Command Bidding
- 2.0 The Clean Barrels (First Volley)
- 3.0 The Friction of War Events
- 4.0 Hidden Deployment (Blinds)
- 6.0 Historical Army Traits
- RULE-07-5.1 - Army Traits Overview
- RULE-07-5.2 - The Rebel Yell Doctrine
- RULE-07-5.3 - Seen the Elephant (Green Units Under Fire)
- RULE-07-5.4 - Iron Discipline (Elite Formations)
- 7.0 The Horse Holder Rule (Detailed Dismounting)
- RULE-08-2.1 - The Decision to Dismount
- RULE-08-2.2 - The Horse Holder Deduction (The 1-in-4 Rule)
- RULE-08-2.3 - Deploying the Dismounted Skirmish Line
- RULE-08-2.4 - The Horse Holder Stand (Vulnerability & Movement)
- RULE-08-2.5 - Remounting Procedure
- 8.0 Advanced Artillery Tactics
- RULE-05-8.1 - Overhead Fire
- RULE-05-8.2 - Counter-Battery Fire
- RULE-05-8.3 - Bouncing Solid Shot (Enfilade)
- 7.0 Pre-Planned Written Orders (Token System)
- 8.0 Elite Sharpshooter Regiments (Optional Trait)
- 9.0 Seeing the Elephant (Premature Firing)
- 10.0 The July Sun (Heat Exhaustion)
- 11.0 Uncontrollable Pursuit (Breakthrough Frenzy)
- 12.0 Refusing the Flank (The Chamberlain Maneuver)
- 13.0 Digging In (Hasty Breastworks)
- 14.0 Spiking the Guns (Artillery Overrun)
- 15.0 The Rebel Yell / Union Huzzah (Psychological Shock)
- 16.0 Desperate Valor (Command Action)
- 17.0 Caught Flat-Footed (Forced Reaction Penalty)
- 18.0 The Second Line of Battle (Support Morale)
- OPT-10-21.1 - Deploying into Open Order
- OPT-10-21.2 - Movement & Maneuvers
- OPT-10-21.3 - Firepower & Survivability
- OPT-10-21.4 - The Melee Trap
- 22.0 The Wave Attack (Deep Mass Assault)
- OPT-10-22.1 - Authorizing the Wave Assault
- OPT-10-22.2 - The Kinetic Strike (No Musketry)
- OPT-10-22.3 - Continuous Momentum (The Surge)
- OPT-10-22.4 - The Artillery Magnet
11. CAMPAIGN PROGRESSION
09. DESIGNER NOTES, MATHEMATICAL MODELS & HISTORICAL PHILOSOPHY
- 1.0 Design Mission & The 3–4 Hour Table Target
- 2.0 Deconstructing Historical Mechanics (The Evolutionary Path)
- 3.0 Mathematical Modeling & Combat Probability Analysis
- 4.0 Spatial Physics: Frontage Accuracy vs. Depth Distortion
- 5.0 The Gunsmoke Obscuration Mechanics (Historical & Tactical Rationale)
- 6.0 Command Friction: Staff Pips vs. Activation Checks
- 7.0 The 5 Reactive Windows (Engaging the Non-Active Player)
- 8.0 Summary of Key Design Constants
10. INTRODUCTORY SCENARIO: "CLASH AT HERON'S CREEK" (AUTUMN 1862)
[UNION DEPLOYMENT ZONE: South Edge (Within 6.0" of Table Edge)]
- 3.0 Scenario Rules & Victory Objectives
- 4.0 Union Order of Battle (Army of the Potomac)
- 5.0 Confederate Order of Battle (Army of Northern Virginia)
- 6.0 Four-Player Command Assignments & Play Pacing
- 7.0 Tactical Advice & Scenario Designer Commentary