"The art of war is simple enough. Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving on." — General Ulysses S. Grant, 1864
[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- to 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: Complex tracking sheets and extreme token clutter are replaced by physical tabletop cues wherever possible. Regimental attrition is represented by the physical removal of stands rather than casualty caps, and brigade morale is tracked via a single casualty die on the Brigadier's base. While the game uses a streamlined set of status markers (like Disorder, Gunsmoke, and Hesitant) to track tactical conditions, we prioritize keeping the visual spectacle of the miniatures front and center.
[RULE-00-1.4] Dynamic Engagement (The Reaction System): Although the game utilizes a structured I-Go-You-Go (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.
| 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).
[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.
[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 & Oversized Regiments: No single tactical unit may exceed a physical footprint of 10 stands (10.0" frontage) on the tabletop. If a scenario's historical order of battle dictates a regiment that translates to 11 or more stands (e.g., the 840-man 26th North Carolina at Gettysburg), the player must deploy it using the Wing System: * The Split: Divide the oversized regiment into two separate units of roughly equal size (e.g., a 12-stand regiment becomes two 6-stand units designated as the "Right Wing" and "Left Wing"). * Deployment & Proximity: Both wings must be deployed side-by-side at the beginning of the scenario to reflect their initial regimental cohesion. Once the game begins, they are not strictly required to maintain physical contact and may maneuver independently. * Command & Independence: Each wing operates as a completely independent tactical unit for movement, firing, and wheeling. This simulates the historical friction of managing a massive formation over the roar of battle. * The Colors: Only one wing (traditionally the Right Wing) carries the official regimental Color Stand. The Left Wing must designate a standard miniature stand as its center point for ranges and line-of-sight. * Morale: For the purposes of Brigade Morale and shatter limits, the two wings are counted as two separate regiments.
[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.
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:
If 50% or more of the attacking unit is in front of that line, they are in your Frontal Zone and must conduct a standard frontal assault.
3. No "Side-Clipping" from the Front: Because the physical base is unnaturally deep, an attacker charging from the Frontal Zone cannot "clip" or hook onto the side or back edge of a base to claim a flank attack. If you charge from the Frontal Zone, your models must be brought into direct, flush contact with the front edge of the enemy stands.
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.