Cover Image

Chapter 00 Image

00. INTRODUCTION, SCALES & UNIT STANDARDS

"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

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- 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.

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 & 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.

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.


Chapter 01 Image


01. SEQUENCE OF PLAY & THE TURN STRUCTURE

"I am tired and sick of war. Its glory is all moonshine." — General William T. Sherman, 1865

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)


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02. COMMAND, STAFF PIPS & TACTICAL MANEUVER

"I can make a brigadier general in five minutes, but it is not easy to replace a good horse." — President Abraham Lincoln, 1862

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


3.0 The Staff Pip Menu: Standard vs. Special Orders

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

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

Tactical Situation

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.

  2. Phase 2: Movement & Pip Allocation :

  3. 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.

  4. 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.
  5. 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.
  6. 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?


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

"There is nothing so much like a god on earth as a General on a battlefield." — Private Sam Watkins, 1st Tennessee Infantry, 1862

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


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)


5.0 Line of Sight (LOS) & Firing Arcs


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.

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

  6. 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.

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

  8. Overhead Firing Resolution :

  9. 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.

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

  12. 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.


Chapter 04 Image


04. DEFENSIVE REACTIONS & INTERACTIVE TACTICS

"It is well that war is so terrible, or we should grow too fond of it." — General Robert E. Lee, 1862

1.0 The Reactive Philosophy & Trigger Windows


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


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


4.0 Reaction 3: Skirmisher & Light Cavalry Screen Evade


5.0 Reaction 4: Refuse the Flank (Hasty Pivot)


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


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.

  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.

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

  3. Volley Execution :

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

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

  9. Discipline Check :

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

  11. The Union player rolls a 2Failed!

  12. 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.


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.


Chapter 05 Image


05. RANGED COMBAT, WEAPONS, COVER & GUNSMOKE

"It was not a battle; it was a murder." — Major General Daniel Harvey Hill, 1862

1.0 Sequence of Ranged Combat & Firing Eligibility

2.0 The Stand-Based Dice Pool & Master Weapon Profiles


Master Small Arms Weapon Table

Weapon Classification Point-Blank Range (0" - 4.0") Medium Range (4.1" - 8.0") Long Range (8.1" - 16.0") Tactical Characteristics & Historical Notes
Smoothbore Musket (.69 Cal / Buck & Ball) 4+
(Roll 2 Dice per stand)
4+
(Roll 1 Die per stand)

(Out of Range)
Buck & Ball: Devastating shotgun-like effect at close range. Incapable of accurate fire beyond 200 yards.
Rifled Musket (Springfield / Enfield .58/.577) 4+
(Roll 1 Die per stand)
4+
(Roll 1 Die per stand)
5+
(Roll 1 Die per stand)
Universal Standard: Consistent, reliable firepower across all tactical distances up to 400 yards.
Single-Shot Breechloader (Sharps) 4+
(Roll 1 Die per stand)
4+
(Roll 1 Die per stand)
4+
(Roll 1 Die per stand)
Prone Reload: No long-range penalty. When deployed as Skirmishers or Dismounted Cavalry, they count as being in Light Cover (5+) even in open ground because they can reload while prone.
Double-Barreled Shotgun 4+
(Roll 3 Dice per stand)

(Out of Range)

(Out of Range)
Devastating Point-Blank: Used by partisan and militia cavalry. Extremely lethal up close but useless beyond 200 yards.
Whitworth Sniper Rifle 4+
(Roll 1 Die per stand)
4+
(Roll 1 Die per stand)
4+
(Roll 1 Die per stand)
Telescopic Sight: Range extends to an unprecedented 24.0". Ignores Light Cover saves. Only equipped by elite sharpshooter stands.
Magazine Repeater (Spencer / Henry) 4+
(Roll 3 Dice per stand)
5+
(Roll 1 Die per stand)

(Out of Range)
Rapid Fire & Prone Reload: Devastating up close. Like Breechloaders, Skirmishers and Dismounted Cav armed with Repeaters gain Light Cover (5+) in open ground.

Master Field Artillery Weapon Table

Ordnance Type & Caliber Double Canister (0" - 4.0") Standard Canister (4.1" - 10.0") Medium/Long (Shell/Solid) (>10.0") Tactical Characteristics & Battery Role
12-pdr Napoleon (Smoothbore) 2+ (Roll 3 Dice per stand) 3+ (Roll 2 Dice per stand) 4+ (up to 30") Canister Monster: Devastating defensive fire.
3-inch Ordnance Rifle (Wrought Iron) 3+ (Roll 3 Dice per stand) 4+ (Roll 2 Dice per stand) 4+ (up to 36") Precision Sniper: Exceptional long-range counter-battery and plunging hill fire.
10-pdr / 20-pdr Parrott Rifle 3+ (Roll 3 Dice per stand) 4+ (Roll 2 Dice per stand) 4+ (up to 36") Heavy Rifled Shell: High penetration; +1 to hit stone buildings and fortifications.
12-pdr / 24-pdr Field Howitzer 2+ (Roll 3 Dice per stand) 3+ (Roll 2 Dice per stand) 5+ (up to 24") Lobbed Spherical Case: Ignores light cover saves when firing shell over low ridges/fences.

3.0 Defensive Saves, Casualties & Micro-Damage


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


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+

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.


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.


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07. MORALE, BRIGADE FALTERING, LEADERS & ARMY TRAITS

"It is well that war is so terrible, or we should grow too fond of it." — General Robert E. Lee, 1862

"I have never seen a man who was not afraid in battle." — Private Elisha Hunt Rhodes, 1862

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

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

The owning player must immediately roll a Leader Casualty Check on 1D6.

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.

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.

  6. Phase 1: Morale & Status Assessment :

  7. Total Starting Stands: 20 stands.

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

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

  12. Order Denied: Because the brigade is Hesitant, it cannot declare Assaults/Charges . The 150th PA cannot charge.
  13. 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.
  14. 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.


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.

  4. The Approach & Canister Blast :

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

  6. The Union player rolls: [2, 6]. Result: 2 hits scored (including one natural 6).
  7. 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.

  8. The Leader Casualty Check :

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

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

  11. Command Aftermath :

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

  13. 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.
  14. 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.


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10. OPTIONAL RULES

"War is cruelty, and you cannot refine it." — General William T. Sherman, 1864

"The dead covered more than five acres of ground about as thickly as they could be laid." — Private Sam Watkins, 1864

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)

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)


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.

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)

19.0 Plunging Fire & Overshoot (Rifled Muskets)