Chapter 06 Image

06. ASSAULTS, CHARGES, OPPOSING SHOCK & MELEE RESOLUTION

"Up, men, and to your posts! Don't forget today that you are from old Virginia." — Major General George Pickett, 1863

1.0 Assault Initiation & Charge Declarations

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 .

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


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

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


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.