

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-00-3.1] Standard Base Dimensions: The physical footprint size of the base is the critical geometric component for the rules. While 15mm miniatures are the standard, figures of 15mm or smaller (such as 10mm or 6mm) work perfectly fine on the same stands. Players should choose an appropriate number of figures per stand that looks aesthetically pleasing for their chosen miniature scale. All measurements are given in inches (with millimeter equivalents). Figures are permanently mounted on thin cardboard, plywood, plastic, or metal stands.
[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:
- Frontage: 140 Yards
- Depth: 2 Yards
TABLETOP (15mm Stands):
- Frontage: 5.0 Inches (Properly scales to 140 Yards)
- Depth: 0.75" to 1.0" (Scales to 25 Yards — a 10x EXAGGERATED DEPTH)
[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:
- 1. Measure from the Front Edge Only: Treat the back and sides of the base as if they do not exist. All measurements (movement distance, shooting range, and command radius) must be taken exclusively from the front edge of the unit's bases, never from the rear or sides.
- 2. The Frontal Zone vs. Flank Zone: To determine if an enemy is truly on your flank, imagine a straight horizontal line extending endlessly to the left and right, directly across the front edge of your regiment.
- If more than 50% of an attacking unit's stands (or the physical center of the unit) begins its turn behind this imaginary line, they are in your Flank Zone and qualify for a flank attack.
-
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.
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
"I am tired and sick of war. Its glory is all moonshine."
— General William T. Sherman, 1865
1.0 The Game Turn
- [RULE-01-1.0] Overview: "Dress on the Colors" uses a strict I-Go-You-Go (IGOUGO) turn structure, yet it prominently features defensive reactions (Opportunity Fire, Evading, Closing Volleys) that keep the non-active player fully engaged. Each game turn consists of five phases.
2.0 Phase 1: Staff & Command Phase (Simultaneous)
- [RULE-01-2.1] Step 1.1: Staff Pip Generation: Both players roll for their Brigadier Staff Pips simultaneously based on their commander's trait (Aggressive: 1D3+1 pips | Reliable: 1D3 pips | Timid: 1D3/2 pips, rounded up).
- [RULE-01-2.2] Step 1.2: Brigade Fatigue Check: Assess Brigade casualties against the 30% (Hesitant) and 50% (Broken) thresholds.
- [RULE-01-2.3] Step 1.3: Staff Pip Reservation & Rally: Players may immediately spend pips to automatically rally units, or reserve pips (up to 1 pip) for the opponent's turn to trigger Defensive Reactions.
3.0 Phase 2: Active Maneuver & Assault Phase (Active Side)
- [RULE-01-3.1] Step 2.1: Free Standard Maneuvers: The Active Side executes standard movement for all units (Line 6 inches, Col 8 inches, Road 10/12 inches). Units moving freely cannot engage in assaults.
- [RULE-01-3.2] Reaction Window A: As active units move, the Reactive Side may trigger Opportunity Fire or Skirmish Evades.
- [RULE-01-3.3] Step 2.2: Special Orders (Pip Spends): The Active Side spends Staff Pips to declare Assaults, Double-Quick Moves, or remount Cavalry.
- [RULE-01-3.4] Reaction Window B (The 4.0" Line): When an assault crosses the 4.0" line, the Reactive Side may unleash a Closing Volley or Counter-Charge.
4.0 Phase 3: Active Ranged Combat Phase (Active Side)
- [RULE-01-4.1] Step 3.1: Firing Eligibility & Target Priority: Active units that chose "Hold Position" in Phase 2 may now fire. They must target the closest unengaged enemy (not locked in melee) within a 45° forward arc.
- [RULE-01-4.2] Step 3.2: Dice Pool & Shock Saves: Roll 1D6 per firing stand. Natural 6s trigger Shock Saves on the defender.
- [RULE-01-4.3] Step 3.3: Target Cover Saves & Casualties: Defender rolls cover saves. Every 2 unsaved hits permanently removes 1 physical stand.
- [RULE-01-4.4] Step 3.4: Gunsmoke Obscuration: Place a Smoke Marker touching the front center of the firing unit's base.
5.0 Phase 4: Assault & Melee Resolution Phase (Simultaneous)
- [RULE-01-5.1] Step 4.1: Close Combat Resolution: All units in physical base-to-base contact resolve melee.
- [RULE-01-5.2] Step 4.2: Opposed Melee Roll: Both sides roll 1D6 and add their Engaged Stands + Tactical Modifiers to generate a Final Shock Score.
- [RULE-01-5.3] Step 4.3: Winner Consolidates, Loser Retreats: The winner holds the ground (may pivot 2"). The loser takes 1 mandatory stand loss and falls back 6 inches Disordered. If the loser was already Disordered, they suffer an additional 1 Micro-Hit instead of a second Disorder marker.
6.0 Phase 5: Status, Smoke & Clean-up Phase (Joint)
- [RULE-01-6.1] Step 5.1: Smoke Dissipation: Remove Smoke Markers from units that moved, fought in melee, or held their fire this turn.
- [RULE-01-6.2] Step 5.2: Rally Lines: Disordered units may attempt a Natural Rally Check (Vet 3+, Reg 4+, Green 5+), or the Brigadier may spend unspent Pips to auto-rally units.
- [RULE-01-6.3] Step 5.3: End of Turn: Players swap Active/Reactive roles, and the Turn Counter is advanced.

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
- [RULE-02-1.1] The Brigade as Tactical Element: The primary operational command entity on the battlefield is the Brigade, commanded by a Brigadier General (or senior Colonel). Regiments and attached artillery batteries do not act independently; they derive their coordination, speed, and assault capability directly from their Brigade Commander.
- [RULE-02-1.2] Brigadier Leadership Profiles: Every Brigadier is categorized by a historical command rating that reflects their tactical initiative, staff competence, and aggressiveness:
| 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) |
- [RULE-02-1.3] Generating Staff Pips: During Phase 1: Staff & Command Phase , each player rolls for every active Brigadier under their control using the formulas above. Staff Pips represent staff officers, couriers, and concentrated personal exertion by the commander.
- [RULE-02-1.4] Physical Tracking & Pip Hoarding: Place a designated colored D6 directly behind the Brigadier’s base displaying the current number of available Staff Pips. As pips are expended, rotate the die to reflect the remaining balance.
- Preparatory Orders (Hoarding): At the end of the turn, a Brigadier may save a maximum of 1 unspent Pip to roll over into their own next turn. This represents time spent preparing for a massive push. This banked pip is added to their next generation roll. Any other unspent pips are lost.
2.0 Command Radius & Out-of-Command Status
- [RULE-02-2.1] The 4-Tier Command Network: A Brigadier issues orders based on their distance to a subordinate regiment. Measurements are taken from any edge of the Brigadier's base to the center-front edge of the regiment's Color Stand.
- Tier 1: Bugle / Acoustic Range (0–6"): At this close proximity, orders are heard over the din of battle via bugle or shouts. Impassable terrain does not block this command range. Special orders cost 1 Pip.
- Tier 2: Standard Courier Range (6–12"): Orders are delivered by mounted aides. The 12" path must be physically traced around impassable obstacles (like deep rivers or cliffs) using bridges or fords. Special orders cost 1 Pip.
- Tier 3: Distant Courier Range (12–24"): A regiment beyond 12" is outside the standard command bubble, but a courier can still reach them. Special orders cost 2 Pips (Double Cost) due to the severe time and effort required to navigate the battlefield. The courier path must trace around impassable obstacles.
-
Tier 4: Out of Communication (>24"): At distances exceeding 24 inches (equivalent to 600-700 yards), the unit is entirely cut off from the brigade chain of command. They cannot be allocated Staff Pips for any reason (no assaults, no double-time, no auto-rallying).
-
[RULE-02-2.2] Line of Sight for Command: A Brigadier does not require an unobstructed line of sight to issue orders (couriers navigate intermediate woods and hills). The only restriction is tracing physical paths around impassable water/cliffs for distances beyond 6 inches.
- [RULE-02-2.3] Out-of-Command Restrictions (The Inertia Rule): Any regiment located beyond the 12" Command Radius is Out of Command. Because they lack immediate supervision, their free standard maneuvers are severely limited:
- Distant Special Orders (12–24"): Out-of-Command units can receive Staff Pips (Assault, Double-Time, Rally), but doing so requires sending a Distant Courier and costs 2 Pips instead of 1. Units beyond 24" cannot receive Pips at all.
- Limited Free Maneuver: They may only choose one of three free maneuver options:
- Inertia: Move straight ahead in their current formation.
- Local Threat: Wheel up to 45^\circ to face a visible enemy.
-
Guide on the Colors: Execute any combination of wheels and movement, provided the entire move is spent traveling as directly as possible toward their Brigadier General to re-establish command. A unit using this move may not declare an assault or intentionally move into base-to-base contact with an enemy (halting 2.0" away if blocked).
-
Morale Penalty: Suffer a -1 penalty to all Discipline Checks .
-
[RULE-02-2.4] Attached Leaders: A Brigadier may physically attach to an infantry regiment by moving into base contact with its center Color Stand.
- Benefits: Grants +1 to Melee rolls , +1 to all Discipline Checks, and allows the attached unit to ignore Out-of-Command penalties if the brigade is dispersed.
- Risks: If the attached unit loses a stand in melee or takes a shooting hit with a natural 6, the player must immediately roll on the Leader Casualty Table .
3.0 The Staff Pip Menu: Standard vs. Special Orders
-
[RULE-02-3.1] Free Standard Orders (The "No Freeze" Baseline): On the Active Side's turn, every unit in command may perform one standard action for free without spending Staff Pips. Free actions include:
-
Advance at standard formation speed.
- Perform one 45^\circ wheel during movement.
- Execute a full formation change (e.g., Line of Battle to Assault Column).
- 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).
-
Limber or Unlimber an artillery battery.
-
[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 . |
- [RULE-02-3.3] Expenditure Timing: Staff Pips must be declared and subtracted from the Brigadier’s tracking die at the exact moment the action is initiated. A player may not spend more pips in a single phase than the Brigadier has available.
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
- [RULE-02-5.1] Master Movement Table: All rates are expressed in inches per turn.
| 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
- Brigade: 2nd Brigade, Army of Northern Virginia (Brig. Gen. Lawrence Branch — Reliable rating).
- Available Units:
- 7th North Carolina (5 stands, Line of Battle, within 6" of Branch).
- 18th North Carolina (5 stands, Line of Battle, within 8" of Branch).
- 37th North Carolina (4 stands, Road Column on a trail, 14" away from Branch — Out of Command).
Step-by-Step Resolution
-
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.
-
Phase 2: Movement & Pip Allocation :
-
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.
- 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.
- 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.
- 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
"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
- [RULE-03-1.1] Terrain Scale & Standard: At the tactical scale of 1 inch = 25-30 yards, terrain features represent actual physical footprint boundaries on the battlefield. Units interact with terrain based on their current formation, base depth, and movement capability.
- [RULE-03-1.2] Master Terrain Matrix: All terrain types are categorized by their impact on movement rates, permitted tactical formations, cover save bonuses, and line-of-sight obstruction:
| 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. |
- [RULE-03-1.3] Entering and Exiting Terrain: Movement penalties are deducted immediately upon the leading edge of the unit contacting the terrain feature. If a unit possesses insufficient remaining movement to clear the boundary, it must halt within the terrain.
- [RULE-03-1.4] Fractional Movement Minimum: A formed unit in command is always permitted to move a minimum of 2.0 inches in its active phase, regardless of cumulative terrain penalties, unless attempting to traverse completely impassable terrain.
- [RULE-03-1.5] Rough Ground & Formation Disruption: When a unit in Line of Battle moves through Dense Woods, Swamp, or Abatis, it immediately receives a Disorder Marker at the completion of its move, representing the breakdown of alignment and dressed ranks among the trees.
2.0 Linear Obstacles, Entrenchments & Sunken Lanes
- [RULE-03-2.1] Split-Rail & Snake Fences:
- Crossing Cost: Crossing a split-rail fence costs 2.0 inches of movement allowance.
- Defensive Benefit: A formed unit lined up with its front edge touching the fence gains Light Cover (5+ Save) against fire crossing the fence line from the front 180^\circ.
- Shock Defense Bonus: Defending a wooden fence grants +1 to the Opposed Melee Roll against frontal assaults, as attackers must awkwardly climb over the rails.
- Dismantling: An infantry regiment in contact with a wooden fence may spend its entire movement phase to permanently dismantle a section equal to its frontage, removing the fence piece from the board.
- [RULE-03-2.2] Stone Walls:
- Crossing Cost: Costs 2.0 inches of movement allowance. Formed columns crossing a stone wall must make a Discipline Check (4+ on 1D6) or receive a Disorder Marker upon crossing.
- Defensive Benefit: Grants Heavy Cover (4+ Save) against frontal incoming fire.
- Shock Defense Bonus: Defending a stone wall grants +2 to the Opposed Melee Roll against frontal assaults.
- [RULE-03-2.3] Hedges & Brush Rows: Treated identically to Split-Rail Fences (2.0" crossing cost, Light Cover 5+ save). Hedges do not provide shock defense bonuses in melee.
- [RULE-03-2.4] Abatis & Field Earthworks:
- Abatis (Felled Trees & Pointed Stakes): Costs 3.0 inches of movement to cross. Attackers charging through abatis lose all charging momentum bonuses and suffer a -2 penalty in melee.
- Breastworks / Earthen Trenches: Lined infantry gain Heavy Cover (4+ Save), are immune to flank shock penalties if the flank is anchored to the works, and receive +2 in Melee.
- [RULE-03-2.5] Sunken Roads (e.g., The Bloody Lane):
- Deployment: Regiments deployed inside a sunken road gain Heavy Cover (4+ Save) and +2 in Melee.
- Exit Restriction: Climbing out of a steep sunken road embankment consumes an entire turn's movement allowance (6.0"). The climbing unit cannot fire muskets during the turn it climbs out.
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 |
- [RULE-03-3.1] Isolated Farmhouses & Stone Structures:
- Garrison Capacity: A single isolated building model may be occupied by up to 2 stands of infantry or dismounted cavalry.
- Combat Profile: Troops inside gain Heavy Cover (4+ Save), receive +2 in Melee, and cannot be flanked or enfiladed.
- All-Around Fire: Garrisoned stands may split their fire dice across any face of the building (360^\circ perimeter defense).
- [RULE-03-3.2] Artillery Destruction of Buildings:
- Artillery batteries targeting a garrisoned building with Solid Shot or Shell hit on a 4+.
- Every 2 unsaved hits scored against the building itself inflicts structural damage. Upon accumulating 4 structural hits, the building collapses into rubble. The garrison takes 1 stand loss, and surviving stands are placed outside in open ground, Disordered. Rubble remains on the board as Light Cover (5+ Save).
- [RULE-03-3.3] Town & Village Sectors:
- Towns are defined by 6.0" x 6.0" square or rectangular sectors containing multiple building models.
- Formation Restrictions: Formed Line of Battle cannot enter a town sector. Regiments must enter in Assault Column, Road Column, or deploy into Skirmish Order.
- Sector Defense: Units inside a wooden village sector receive Light Cover (5+ Save); brick or masonry town sectors provide Heavy Cover (4+ Save).
- [RULE-03-3.4] Melee in Built-Up Sectors: Assaulting a garrisoned structure or town sector is resolved via the standard Opposed Melee Roll . If the defender wins or ties, the attacker is repulsed 6.0" Disordered. If the attacker wins, the surviving defenders must evacuate the structure and retreat 6.0" Disordered.
4.0 Elevation, Slopes & Dead Ground (Reverse Slopes)
- [RULE-03-4.1] Elevation Levels: Elevation is measured in stepped contours where Level 0 is baseline valley ground, Level 1 is a low hill/ridge (15–20 feet historical elevation), and Level 2 is a prominent high ridge.
- [RULE-03-4.2] The Crestline Position:
- A regiment is considered deployed on the Crest when the front edge of its bases is placed along the physical ridge line of the hill.
- Visibility: A unit on the crest has an unobstructed line of sight across all lower-elevation terrain (Level 0), looking over low obstacles such as fences and standard crop fields.
- Downhill Advantage: Firing or charging downhill from the crest grants +1 to Melee .
- Uphill Disadvantage: Units charging uphill against a crestline defender suffer a -1 Melee penalty.
- [RULE-03-4.3] The Reverse Slope & Dead Ground Rule:
- Any unit positioned more than 1.0 inch behind the crestline of a hill is on the Reverse Slope.
- Complete Concealment: Units on the reverse slope are in Dead Ground. They cannot be seen, targeted by direct fire, or spotted by any enemy unit on lower ground (Level 0) on the opposite side of the hill.
- Firing Prohibition: Units in dead ground cannot shoot at enemy units on the lower forward slopes until they physically move up to occupy the crestline.
- [RULE-03-4.4] Intervening Hills Blocking LOS: A hill contour of Level 1 completely blocks line of sight between two Level 0 units on opposite sides of the feature, unless both units are high enough to see over the intervening peak.
- [RULE-03-4.5] Artillery Plunging / Overhead Fire:
- Artillery positioned on a Level 1 or Level 2 hill may fire overhead across friendly units deployed on lower ground (Level 0), provided all safety clearances are met:
- The friendly unit must be at least 6.0 inches away from the artillery gun muzzle.
-
The friendly unit must be at least 4.0 inches away from the targeted enemy unit.
-
Canister Prohibition: Smoothbore canister (0–6") can never be fired overhead across friendly units under any circumstances.
5.0 Line of Sight (LOS) & Firing Arcs
-
[RULE-03-5.1] The 45° Forward Arc of Fire:
All direct shooting (infantry musketry and artillery fire) is strictly limited to a 45^\circ forward arc extending outward from the far-left and far-right front corners of the unit's formation. Units cannot fire sideways or backward without executing a wheel or formation pivot during Phase 2.
-
[RULE-03-5.2] Origin of Measurement: All range measurements and line-of-sight checks originate from the center-front edge of the Color Stand for infantry regiments, or the center gun tube for artillery batteries.
- [RULE-03-5.3] Strict Prohibition on Firing Through Friendly Units:
- Formed battle lines cannot fire through other friendly formed units under any circumstances.
- If a friendly formed line blocks the direct line of sight to an enemy target, the firing regiment must either select a different, unblocked target or reduce its firing dice pool to represent only the individual stands possessing an unobstructed view.
- [RULE-03-5.4] Skirmish Screen Sight Exception:
- A parent regiment may fire through its own detached Skirmish Screen . The skirmishers are assumed to drop prone or step into the intervals between firing files.
- The Smoke & Obstruction Penalty: Firing through a friendly skirmish screen imposes a -1 to-hit penalty on the parent regiment's volley.
- [RULE-03-5.5] Blocking Terrain & Vision Limits: Line of sight is blocked immediately when passing through:
- Dense Woods / Wilderness: Blocks LOS beyond 3.0 inches.
- Cornfields / Tall Crops: Blocks LOS beyond 4.0 inches.
- Orchards / Light Woods: Blocks LOS beyond 6.0 inches.
- Town Sectors & Stone Buildings: Completely blocks LOS through the structure footprint.
- Intervening Hill Crests / High Ridges: Completely blocks LOS to lower ground beyond.
- [RULE-03-5.6] Target Priority Rules: A formed unit executing ranged fire in Phase 3 must target the closest unengaged enemy unit within its 45^\circ forward arc, with the following mandatory exceptions:
- If an enemy unit is actively declaring an assault or charging the firer, that enemy becomes the mandatory target.
- If an enemy regiment exposes an open flank within effective range, the firer may bypass a closer frontal target to deliver raking enfilade fire against the exposed flank.
-
Artillery may bypass closer infantry skirmishers to engage formed battle lines or counter-battery enemy artillery within medium range.
-
[RULE-03-5.7] Flank & Enfilade Definitions:
- An enemy unit is in an Enfiladed / Flank Position only if more than 50% of the firing unit's stands (or its physical center) is positioned behind the line projected outward at 90^\circ from the target's front corner.
- Raking fire down the length of an enfiladed line grants a +1 to-hit bonus and denies the target all light cover saves from split-rail fences.
Step-by-Step Scenario Analysis
-
Initial Dispositions:
-
Battery B, 4th US Artillery (Union): Deployed directly on the Crestline of Oak Ridge (Level 1) with 3-inch Ordnance Rifles.
- 2nd Wisconsin Infantry (Union): Deployed in Line of Battle 2.0" behind the crestline on the reverse slope.
-
4th Virginia Infantry (Confederate): Advancing across the valley pasture at Level 0, currently 8.0" away from the base of the ridge.
-
Line of Sight & Targeting Assessment ( / ):
-
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.
-
Can the 4th Virginia see Battery B? Yes. Battery B is positioned on the crestline, making it fully visible.
-
Overhead Firing Resolution :
-
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.
- Battery B rolls its 2D6 shell dice pool against the advancing 4th Virginia at Level 0 with zero obstruction.
-
Springing the Trap (Active Phase Maneuver):
-
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
"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
- [RULE-04-1.1] The Anti-Passivity Principle: In traditional side-by-side (IGOUGO) wargames, the non-active player often sits passively while their battle line is maneuvered around, flanked, or charged. This ruleset eliminates passive downtime by granting the defending player five specific, situational Tactical Reactions.
- [RULE-04-1.2] Reaction Trigger Windows: Reactions can only be declared during two distinct interruption windows in Phase 2: Active Maneuver & Assault Phase :
- Reaction Trigger Window A (Maneuver Interruption): Triggered during standard enemy movement when an active unit moves across a defender’s forward arc or closes within range of forward screens .
- Reaction Trigger Window B (Assault & Charge Interruption): Triggered when an active enemy unit declares a charge and closes to within 4.0 inches of a defending unit .
- [RULE-04-1.3] The Reaction Economy (Free vs. Reserved Staff Pips):
- Free Tactical Reactions: Reactions that reflect instinctive drill responses (Closing Defensive Volley and Skirmish Evade) require no Staff Pips and may be executed by any eligible unit in good order.
- Commanded Reactions: Reactions that require extraordinary tactical coordination (Refuse Flank and Counter-Charge) require the expenditure of 1 Reserved Staff Pip or a successful Discipline Check (4+ on 1D6) if no pips were reserved.
- [RULE-04-1.4] Single Reaction per Trigger Limit: A defending regiment or battery may only declare and execute one reaction per triggering enemy action. Once a reaction is resolved, the active player completes their movement or assault.
2.0 Reaction 1: Closing Defensive Volley (Point-Blank Charge Halting)
- [RULE-04-2.1] Trigger Condition: An active enemy unit declares an assault against a defending formed regiment or artillery battery and moves to within 4.0 inches of the defender's front edge.
- [RULE-04-2.2] Cost & Eligibility:
- Cost: Free (No Staff Pip required).
- Eligibility: The defending unit must have the charger in its forward 45^\circ arc of fire, must not be Disordered, and must not have an active Smoke Marker from prior firing.
- [RULE-04-2.3] Execution & Dice Pool:
- The charging unit's physical movement is temporarily halted at the 4.0" mark.
- The defender rolls its standard Phase 3 shooting dice pool (1D6 per stand firing; 2D6 per artillery section) using Short Range (0–6") to-hit numbers:
- Smoothbore Musket (Buck & Ball): Hits on 3+.
- Rifled Musket (Springfield/Enfield): Hits on 4+.
- 12-pdr Napoleon Canister: Hits on 2+ (Causes automatic Disorder).
- 3-inch / 10-pdr Rifle Canister: Hits on 3+.
- The charging attacker rolls saves for light/heavy cover if applicable (typically none in open ground charges).
- Apply stand losses (2 unsaved hits = 1 stand loss). Any natural 6 rolled to hit inflicts an immediate Disorder Marker on the charging unit.
- [RULE-04-2.4] The Charge Discipline Check:
- If the Closing Volley inflicts 1 or more stand losses OR inflicts a Disorder Marker, the charging unit's momentum is shattered and it must take an immediate Discipline Check on 1D6:
- Veteran / Elite: Passes on 3+.
- Regular: Passes on 4+.
- Green / Conscript: Passes on 5+.
- [RULE-04-2.5] Outcome of the Volley:
- Pass: The charging regiment steadies its ranks, absorbs the casualties, and closes the remaining 4.0" into physical base-to-base contact. Combat proceeds to Phase 4 Melee.
- Fail: The charge stalls. 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.
- [RULE-04-2.6] Gunsmoke Aftermath: Place a Smoke Marker in front of the defending unit immediately after the volley is resolved.
3.0 Reaction 2: Opportunity / Interdiction Fire (Maneuver Punishment)
- [RULE-04-3.1] Trigger Condition: An active enemy unit executes a movement that crosses entirely within 8.0 inches across the forward 45^\circ arc of an unengaged defending formed regiment or artillery battery (e.g., executing a flank march, advancing in road column across a firing line, or moving between cover).
- [RULE-04-3.2] Cost & Eligibility:
- Cost: Free (No Staff Pip required).
- Eligibility: The defending unit must be unengaged in melee, must not be Disordered, and must not possess a Smoke Marker.
- [RULE-04-3.3] Execution & Resolution:
- The defending player calls "Opportunity Fire!" at the exact point in the enemy's movement path where the target enters optimal range and arc.
- The active unit's movement is paused mid-stride.
- The defender rolls 1D6 per stand using the appropriate range bracket (Short 0–6" or Medium 6–8").
- Target rolls cover saves if traversing light cover; apply casualties (2 hits = 1 stand) and mark Disorder on any natural 6.
- If the active unit is in Road Column, it suffers a -2 save penalty against Opportunity Fire .
- [RULE-04-3.4] Tactical Cost to Firer:
- Firing an Opportunity Volley places a Smoke Marker in front of the defending unit.
- Counts as Fired: The defending unit is marked as having fired; it cannot fire again during its own upcoming Phase 3 Ranged Combat Phase unless it spends its active turn moving out of its smoke.
- [RULE-04-3.5] Resumption of Movement: Once casualties and disorder are applied, the active unit resumes and completes any remaining movement allowance from the point of interruption. If the unit received a Disorder marker from a natural 6, its remaining movement distance is halved.
4.0 Reaction 3: Skirmisher & Light Cavalry Screen Evade
- [RULE-04-4.1] Trigger Condition: An active formed enemy battle line or column advances within 6.0 inches of, or declares an assault against, a detached Skirmish Stand or mounted light cavalry stand.
- [RULE-04-4.2] Cost & Eligibility:
- Cost: Free (Automatic drill maneuver).
- Eligibility: Any detached skirmish screen or mounted cavalry screen that is not pinned or disordered.
- [RULE-04-4.3] Evade Execution:
- The skirmish stand immediately executes a 4.0"–6.0" withdrawal move directly to the rear.
- Passage Exemption: The evading skirmish stand moves directly through friendly formed lines without causing a Passage of Lines test or disordering parent regiments.
- The skirmish stand is reintegrated into the parent regiment's rear rank or placed directly behind its Color Stand.
- [RULE-04-4.4] Attacker Redirection & The Overrun:
- If Evade is Chosen: The advancing or charging enemy unit does not stop; it continues its declared movement or charge directly toward the formed parent battle line positioned behind the vacated screen. The parent line may now execute Reaction 1: Closing Defensive Volley.
- If Evade is NOT Chosen (The Overrun): If the skirmish screen does not evade and is physically contacted by a charging formed unit (Infantry Line, Column, or Cavalry), the skirmishers are instantly Overrun and Destroyed (removed from play) without requiring a melee roll. The charging unit's momentum is not slowed; it continues its remaining charge distance directly into the target behind the skirmishers.
5.0 Reaction 4: Refuse the Flank (Hasty Pivot)
- [RULE-04-5.1] Trigger Condition: An active enemy unit moves or declares an assault that positions it within the Flank Zone (45^\circ–90^\circ) of a defending regiment in Line of Battle.
- [RULE-04-6.2] Cost & Execution Requirement:
- Cost with Reserved Pip: 1 Reserved Staff Pip . Automatic success.
- Emergency Check (No Pip Reserved): If no pip was reserved, the defending regiment must pass an immediate Discipline Check (4+ on 1D6). If passed, the maneuver succeeds. If failed, the regiment freezes in place, unable to refuse its flank, and receives a Disorder Marker.
- [RULE-04-6.3] Mechanical Execution:
- The defending regiment wheels its outer 1 or 2 flank stands backward up to 45^\circ to form an angled "L-shaped" defensive shoulder facing the incoming threat.
- The center Color Stand and opposite flank stands remain anchored in their original alignment.
- [RULE-04-6.4] Tactical Combat Impact:
- Negates Enfilade: Firing against the refused flank no longer counts as raking enfilade fire; the firer does not receive the +1 enfilade to-hit bonus .
- Converts Flank Assault to Frontal Contact: An incoming enemy charge targeting the refused flank must contact the newly angled stands frontally, denying the attacker the devastating +2 Flank Melee Modifier .
6.0 Reaction 5: Counter-Charge (Rebel Yell & Mounted Shock)
- [RULE-04-6.1] Trigger Condition: An active infantry or cavalry unit declares an assault against a defending unit across open ground within standard charge distance (9.0").
- [RULE-04-6.2] Eligibility & Traits:
- Any Confederate infantry regiment possessing the Rebel Yell trait .
- Any Veteran / Elite Union or Confederate infantry regiment in a Fresh health state.
- Any formed Mounted Cavalry regiment in good order.
- [RULE-04-6.3] Cost:
- Requires the expenditure of 1 Reserved Staff Pip . A unit cannot counter-charge without a reserved command pip.
- [RULE-04-6.4] Counter-Charge Surge Execution:
- Instead of standing stationary to receive the assault or firing a closing volley, the defending player shouts "Counter-Charge!"
- The defending unit surges forward 2.0"–3.0" into open ground to meet the oncoming attackers mid-field.
- [RULE-04-5.5] Melee Modifiers & Combat Impact:
- Negates Attacker Momentum: The original charging attacker loses its +1 Charging Momentum bonus and any downhill terrain bonuses.
- Shock Bonus: The counter-charging unit applies its +1 Rebel Yell or +1 Cavalry Shock bonus directly to the Opposed Melee Roll .
- Combat resolves immediately in Phase 4 Melee as an open-field clash.
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. |
-
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.
-
Interruption at 4.0 Inches : At the 4.0" mark, movement halts. The Confederate player declares Reaction 1: Closing Defensive Volley.
-
Volley Execution :
-
The 5th Virginia fields 5 stands armed with Smoothbore Muskets (Buck & Ball). At Short Range (0–6"), they hit on 3+.
- Dice Pool: 5D6. Rolls:
[3, 3, 5, 2, 6].
- Result: 4 hits scored (including one natural 6).
- Casualties: 4 hits = 2 physical stands removed from the 14th Brooklyn.
-
Suppression: The natural 6 inflicts an immediate Disorder Marker.
-
Discipline Check :
-
Sufferings stand losses and Disorder forces the 14th Brooklyn to make an immediate Discipline Check (4+ for Regulars).
-
The Union player rolls a 2—Failed!
-
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.

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
- [RULE-05-1.1] The Ranged Combat Phase (Phase 3): During Phase 3: Active Ranged Combat Phase , the Active Side resolves shooting for all eligible infantry regiments, dismounted cavalry, and unlimbered artillery batteries. Ranged combat is resolved unit-by-unit in an order selected by the active player.
-
[RULE-05-1.2] Firing Eligibility Criteria: A unit is eligible to execute ranged fire in Phase 3 if it meets all of the following conditions:
-
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).
- It did not declare or participate in an Assault/Charge during Phase 2 .
-
It is not currently in physical base-to-base contact with an enemy unit in Melee.
-
It is not deployed in Road / March Column .
-
It has a valid, unobstructed Line of Sight to an enemy unit within its forward 45^\circ arc of fire .
-
It did not fire as an Opportunity Fire reaction during the opponent's preceding turn , unless it has since moved out of its smoke.
-
[RULE-05-1.3] Target Nomination & Priority Rules:
- The active unit must declare a single enemy regiment, battery, or structure as its target before rolling dice.
- 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:
- 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.
- Artillery Priority: Artillery batteries may bypass forward enemy skirmish stands to target formed infantry lines, columns, or enemy artillery batteries.
- [RULE-05-1.4] Measurement Origin & Firing Arcs:
- 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.
- 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 .
- [RULE-05-1.5] Enfilade & Flank Raking Fire:
- 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 .
- Enfilade Benefits:
- Firing down the length of an enfiladed battle line grants a +1 to-hit bonus to all shooting dice.
- The target unit is denied all Light Cover saves from frontal linear obstacles such as split-rail fences or low stone walls.
2.0 The Stand-Based Dice Pool & Master Weapon Profiles
- [RULE-05-2.1] Dice Pool Formulation:
- Infantry in Line of Battle: Rolls 1D6 per stand firing in the front rank. (A 5-stand regiment rolls 5D6).
- Infantry in Assault Column: Rolls 1D6 per front-rank stand only (typically 2D6, see ).
- Artillery Batteries (Unlimbered): Rolls 2D6 per gun section stand (a full battery of 2 stands rolls 4D6).
- Skirmish Stands: Roll 1D6 per skirmish stand.
Master Small Arms Weapon Table
- [RULE-05-2.2] Small Arms Weapon Matrix: Base firepower is 1D6 per stand. Compare each D6 rolled against the target number. Dice meeting or exceeding the target number score Hits.
| 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
- [RULE-05-2.3] Field Artillery Matrix: Base firepower is 2D6 per gun stand. Compare each D6 against the target number.
| 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. |
-
[RULE-05-2.4] Depressed Muzzles & Double Canister Carnage: When an artillery battery fires at an enemy within Point-Blank Range (0" - 4.0"), it is assumed the gunners are depressing their muzzles to bounce the shot off the ground and desperately loading double canisters of iron balls. In addition to the bonus dice, no cover saves are permitted against Double Canister hits. Furthermore, the target regiment suffers a -1 penalty to its resulting Discipline Check for every casualty sustained from this volley, overriding standard morale modifiers and representing the terrifying, regiment-shredding nature of this fire.
-
[RULE-05-2.5] Artillery vs. Deep Formations: A regiment deployed in a deep Assault Column presents a massive vulnerability to artillery fire (bowling-alley effect). An Assault Column suffers a -1 penalty to its Cover Saves against all incoming Artillery fire (Canister, Shell, and Solid Shot).
-
[RULE-05-2.6] Concentrated Battery Fire (Staff Pip Spend):
- By spending 1 Staff Pip during Phase 1 , a player may authorize up to 3 artillery sections within the same brigade to combine their firing dice into a single concentrated barrage targeting one enemy stand.
- Concentrated battery fire forces the target regiment to roll all cover saves at a -1 penalty.
- [RULE-05-2.7] Low Ammunition Rules (Optional Historical Chrome):
- If an infantry regiment or artillery battery rolls two or more natural 1s on its shooting dice pool during a single volley, it immediately receives a Low Ammo Marker.
- Units with a Low Ammo Marker suffer a -1 penalty on all future shooting dice until an unengaged turn is spent resupplying from the brigade wagon train.
3.0 Defensive Saves, Casualties & Micro-Damage
-
[RULE-05-3.1] The Cover Save Step: For every hit scored by the firing unit, the defending player rolls 1D6 Cover Save. Unsaved hits inflict physical casualties and attrition.
-
[RULE-05-3.2] Master Cover Save Categories:
- Open Ground / Pasture: No Save. All scored hits become unsaved casualties.
- Light Cover (Save on 5+):
- Standing behind Split-Rail / Snake Fences .
- Deployed inside Orchards, Cornfields, or Light Woods .
- Positioned in sunken dirt tracks or behind low earthen berms.
- Target is in Skirmish Order (dispersed formation).
- Heavy Cover (Save on 4+):
- Lined behind Stone Walls .
- Deployed inside Sunken Roads or engineered Breastworks / Field Earthworks.
- Garrisoned inside Stone Farmsteads or masonry town sectors .
- [RULE-05-3.3] Casualty Stand Removal (2 Hits = 1 Stand):
- Every 2 unsaved hits inflicts the permanent removal of 1 physical stand (60–75 men) from the regiment. The owning player removes stands from the outer flanks, preserving the center Color Stand until last.
- Micro-Damage Tracking: If a unit sustains an odd number of unsaved hits (e.g., 1, 3, or 5 hits), the excess 1 hit is tracked by placing a small colored micro-dice directly behind the regiment's Color Stand. This hit carries over and will combine with future hits to remove the next stand.
- [RULE-05-3.4] Regimental Shatter Threshold:
- An infantry regiment reduced to 1 stand remaining immediately shatters. Its tactical integrity is destroyed; the final stand is permanently removed from the tabletop, and the loss is counted toward the Brigade Faltering Clock .
4.0 Suppression: The Natural 6 Disorder Trigger
- [RULE-05-4.1] The Suppression Rule: Black powder firepower was as much psychological as it was physical. When subjected to intense fire, units must test their nerve. The volume of fire required to trigger this test depends on the distance.
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.
- [RULE-05-4.2] The Discipline Save: When a Shock Trigger occurs, the defending regiment must immediately make a Discipline Check (
1D6 against their rating: Veteran 3+, Regular 4+, Green 5+). If they fail, they receive a Disorder Marker.
- Modifiers to the Discipline Save:
- Fresh (>75% stands remaining): +1
- Spent (<35% stands remaining): -1
- In Cover (Light or Heavy): +1
-
Crossfire (Fired on by multiple enemy units this phase): -1
-
[RULE-05-4.3] Resolution Timing & Multiple 6s: The Discipline Save is made immediately, regardless of cover saves against casualties. Rolling extra 6s beyond the required trigger does not force multiple saves; however, every 6 still counts as a valid hit for casualty purposes.
-
[RULE-05-4.4] Tactical Effects of Being Disordered:
A unit with a Disorder Marker suffers severe tactical restrictions:
-
Movement: Cannot Double-Time; movement speed is reduced by -2.0 inches.
- Shooting: Suffers a -1 to-hit penalty on all shooting dice.
- Assaults: Cannot declare an Assault/Charge.
- Melee: Suffers a catastrophic -2 penalty on Opposed Melee Rolls . If forced to retreat from melee while already Disordered, it suffers 1 Micro-Hit via the Double Disorder rule instead of routing.
- [RULE-05-4.5] Plunging Fire & Overshoot: Combat inherently creates an area of effect. When a unit fires a volley and rolls one or more Natural 6s, check the area directly behind the target.
- Infantry Overshoot: If an infantry unit rolls one or more 6s, a secondary unit (friendly or enemy) deployed within 4.0 inches directly behind the primary target automatically suffers 1 stray hit (no cover saves allowed). A maximum of 1 overshoot hit can be inflicted per infantry volley.
- Artillery Overshoot: Artillery fire is far more penetrating. If a firing artillery battery rolls any Natural 6s, apply the following effects to the secondary unit behind the target:
- Solid Shot / Shell (>8.0"): Represents cannonballs ricocheting through the lines. The secondary unit suffers 1 automatic Unsaved Hit, representing the cannonball punching straight through the front regiment into the reserves.
- Canister (0-8.0"): Canister acts like a giant shotgun. The secondary unit suffers 1 stray hit for EVERY Natural 6 rolled by the artillery battery, as the cone of iron balls shreds the primary target and spreads into the unit behind it.
5.0 The Gunsmoke Obscuration Rules
- [RULE-05-5.1] The Smoke Bank Trigger: Whenever a stationary infantry regiment or unlimbered artillery battery executes a volley in Phase 3 (or fires an Opportunity Volley in Phase 2), place a Smoke Marker (a 1-inch tuft of gray/white polyfiber) directly against the center-front base of the firing unit.
- Open Order Exception: Units deployed in Skirmish formation (including Dismounted Cavalry) do not generate Smoke Markers when firing. Their dispersed spacing allows the black powder smoke to clear rapidly.
- [RULE-05-5.2] The Obscuration Penalty:
- Any line of sight that passes into, out of, or through a Smoke Marker at a distance greater than 6.0 inches (Short Range) suffers a -1 to-hit penalty on all shooting dice.
- This penalty applies universally to both infantry and artillery.
-
It applies to the unit that generated the smoke attempting to fire out, as well as any other friendly or enemy unit attempting to fire into or through that smoke marker. Gunsmoke never restricts or penalizes movement, it only obscures vision.
-
[RULE-05-5.3] Point-Blank Smoke Penetration (0–6"):
- Target units within 6.0 inches are close enough that muzzle flashes, battle flags, and closing battle lines are clearly visible. Firing at targets within 6.0" ignores all smoke penalties.
- [RULE-05-5.4] Smoke Dissipation & Clearing: Smoke is removed from the table under three specific conditions:
-
Advancing Through Smoke (Instant): If the regiment executes a forward movement during Phase 2, it steps out of its own smoke bank; remove the Smoke Marker immediately.
-
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 .
-
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.
-
[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+ |
|
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
"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
- [RULE-06-1.1] The Decisive Shock Phase: While ranged combat inflicts attritional attrition, close-quarters assaults and bayonet charges represent the decisive shock actions of American Civil War battlefields. Assaults are initiated during Phase 2: Active Maneuver & Assault Phase and resolved in Phase 4: Assault & Melee Resolution Phase .
- [RULE-06-1.2] The Command Requirement (Staff Pip Expenditure):
- Declaring an assault is an extraordinary exertion of command. Every infantry or cavalry regiment declaring an assault must spend 1 Staff Pip from its parent Brigadier’s command pool .
- If a Brigadier has zero available Staff Pips, subordinate regiments cannot declare charges and must remain in stationary firing or standard maneuver postures.
- Regiments belonging to a Hesitant or Broken brigade cannot declare assaults under any circumstances .
-
[RULE-06-1.3] Charge Eligibility Criteria: An infantry or cavalry unit is eligible to declare an assault if it meets all of the following conditions:
-
It is deployed in Line of Battle or Assault Column . Units in Road Column cannot assault.
-
It is not Disordered at the moment of declaration.
-
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 .
-
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).
-
[RULE-06-1.4] The Charge Vector & Alignment:
- 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.
- 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.
- [RULE-06-1.5] Terrain Restrictions on Assaults:
- 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.
- Dense Woods & Scrub: Reduces maximum charge speed to 4.0 inches and imposes an immediate Disorder Marker upon contact .
- Ploughed Fields & Mud: Deducts -2.0 inches from the maximum charge distance.
2.0 The Approach & Reaction Trigger Window B (The 4.0-Inch Line)
- [RULE-06-2.1] The 4.0-Inch Interruption 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 .
-
[RULE-06-2.2] Order of Defensive Reactions: The defending player assesses their tactical options and declares one of three reactive choices:
-
Reaction 1: Closing Defensive Volley : The defender delivers a point-blank volley at the closing attackers (Free).
-
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.
-
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.
-
[RULE-06-2.3] Resolving the Closing Defensive Volley:
- 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 :
- Smoothbore Musket (Buck & Ball): Hits on 3+.
- Rifled Musket: Hits on 4+.
- 12-pdr Napoleon Canister: Hits on 2+ (Triggers Shock Save on target).
- 3-inch / 10-pdr Rifle Canister: Hits on 3+.
- 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 .
- [RULE-06-2.4] The Pre-Contact Discipline Check:
- 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.
- The charging unit must immediately roll a Discipline Check on 1D6:
- Veteran / Elite Quality: Passes on 3+.
- Regular Quality: Passes on 4+.
- Green / Conscript Quality: Passes on 5+.
- [RULE-06-2.5] Consequences of the Discipline Check:
- 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.
- 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.
3.0 Physical Contact & The Opposed Melee Roll (Phase 4)
- [RULE-06-3.1] Base Alignment & Contact Geometry:
- When a charging unit successfully reaches the defender, place the front bases of the attacker in flush, physical contact with the defender’s front or flank bases.
- Frontal Alignment: If the charge hits the front edge, the attacker aligns front-edge to front-edge.
- Flank Alignment: If the charge hits the flank, the attacker's front edge contacts the target's side stands at a 90^\circ angle.
- [RULE-06-3.2] The Opposed Melee Formula:
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
- Both players roll a single 1D6 simultaneously, add the number of stands directly engaged, and apply all relevant tactical modifiers from the Master Shock Table below.
Master Tactical Shock Modifiers Catalog
- [RULE-06-3.3] Master Shock Modifiers Matrix:
| 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 |
|
- [RULE-06-3.4] Engaged Stand Count Calculation:
- Frontal Clashes: Count all stands in the front rank that are in direct physical base-to-base contact, plus up to 1 unengaged flanking stand on each outer wing that can provide overlapping support.
- Assault Columns: An Assault Column formed 2 stands wide counts its 2 front stands plus the 2 supporting stands immediately in the second rank (4 stands total).
- Flank Attacks: Only the defending stands directly contacted by the attacker's frontage contribute to the defender's stand count; unengaged stands facing perpendicular cannot contribute their strength.
4.0 Melee Resolution, Casualties & Aftermath
-
[RULE-06-4.1] Determining the Victor:
Compare the final modified Shock Scores of both players:
-
Higher Score: Declared the Victor.
- Lower Score: Declared the Defeated.
-
Equal Scores (Tie): The combat is a bloody deadlock .
-
[RULE-06-4.2] Tied Melee Combats (The Bloody Draw):
- If both players calculate identical final Shock Scores, both units remain locked in vicious hand-to-hand combat.
- Casualties: Both sides sustain 1 unsaved hit (place a micro-dice behind each unit's Color Stand).
- Status: Neither unit retreats; both units receive a Disorder Marker. Melee will be re-rolled during the next game turn's Melee Phase unless one unit is relieved by supporting fire.
-
[RULE-06-4.3] Consequences for the Defeated Unit:
The defeated side suffers severe physical and moral collapse:
-
Mandatory Stand Loss: The defeated unit immediately loses 1 physical stand permanently, removed directly from the table (regardless of remaining hits on micro-dice).
- Disordered Retreat: The surviving stands must immediately execute a 6.0-inch retreat directly away from the victor, maintaining their current facing or falling back in disorder.
-
Disorder Applied: The retreating unit receives a Disorder Marker.
-
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.
-
[RULE-06-4.4] Consequences for the Victor (Consolidation & Reform):
- The victor sustains zero mandatory casualties from the melee roll and successfully holds the contested position.
- Free Consolidation Move: The victor may immediately execute a free 2.0-inch Consolidation Move:
- Advance 2.0" to occupy the vacated enemy earthworks, stone wall, or ridge.
- Pivot up to 45^\circ to face an exposed flank threat.
- Dress ranks and re-form a neat battle line.
- [RULE-06-4.5] Breakthrough & Sweeping Advances:
- 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.
- 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
- [RULE-06-5.1] Overrunning Artillery Batteries:
- When an infantry or cavalry assault successfully closes into base-to-base contact with an unlimbered artillery battery, the artillery gunners fight hand-to-hand with rammers and sidearms.
- Artillery Melee Profile: An artillery battery section rolls 1D6 and adds +1 stand to its shock score. It receives no weapon bonuses in hand-to-hand combat.
- Battery Overrun & Capture: If the artillery battery is defeated in melee, the battery is Overrun and Captured. All gun models and crew are permanently removed from play. The victorious infantry unit occupies the gun positions.
- [RULE-06-5.2] Storming Heavy Earthworks, Stone Walls & Sunken Roads:
- Assaulting troops attempting to storm heavy stone walls , sunken roads , or engineered breastworks must overcome significant defensive advantages:
- Defenders gain +2 to their Opposed Melee Roll.
- Attackers lose all Charging Momentum (+1) bonuses upon contacting the obstacle.
- Repulse from the Works: If the attacker fails to beat the defender's score, the attacker is repulsed, takes 1 stand loss, and retreats 6.0" Disordered into the open field.
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
- Brigadier Garnett spends 1 Staff Pip to order the 4th Virginia (5 stands, Veteran, Fresh) to assault the 2nd Wisconsin (5 stands, Veteran, Fresh) across an open field (7.0" distance).
- The 4th Virginia advances at Double-Quick speed. Movement pauses at the 4.0-inch line for Reaction Window B.
Step 2: Closing Volley & Discipline Check
- The 2nd Wisconsin delivers a Closing Volley: 5 stands = 5D6 (Rifled Muskets hit on 4+ at Short Range).
- Rolls:
[2, 4, 1, 6, 5]. Results: 3 hits scored (including one natural 6).
- Casualties: 3 hits on open troops = 1 stand removed from the 4th Virginia (reduced to 4 stands, 1 micro-hit carried over). The natural 6 inflicts a Disorder Marker.
- Discipline Check : Sufferings losses and Disorder, the 4th Virginia rolls 1D6 for its Veteran Discipline Check (3+). Roll is a
5—Passed! The Virginians steady their ranks and close into physical base contact.
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
- Victor: 4th Virginia wins (11 to 9). The Virginians hold the ground and consolidate 2.0" forward.
- Defeated: 2nd Wisconsin loses 1 stand (reduced to 4 stands), receives a Disorder Marker, and retreats 6.0 inches to the rear.
- Leader Check : Because the 4th Virginia took a stand loss during the charge with an attached Brigadier, Garnett rolls on the Leader Loss table: rolls a
4—Unhurt!
Step 1: Charge Declaration & Closing Volley
- The 14th Brooklyn (6 stands in Assault Column) spends 1 Staff Pip to assault the 7th North Carolina deployed behind a heavy stone wall.
- At 4.0", the North Carolinians deliver a Closing Volley (4D6, Rifled Muskets hit on 4+).
- Rolls:
[1, 3, 5, 2]. Result: 1 hit scored.
- The 14th Brooklyn takes 1 hit (tracked on micro-dice; no stand lost, no natural 6). No discipline check is required; the Brooklyn assault column hits the stone wall!
Step 2: Opposed Melee Roll
- 14th Brooklyn (Attacker):
- Stands Engaged: 4 stands (2 front rank + 2 second rank column support).
- Roll:
4.
- Modifiers: +1 (Fresh), +1 (Assault Column). (Note: Charging momentum is lost against the heavy stone wall, ).
- Attacker Total Score: 4 + 4 + 1 + 1 = \mathbf{10}.
- 7th North Carolina (Defender):
- Stands Engaged: 4 stands.
- Roll:
4.
- Modifiers: +1 (Fresh), +2 (Defending Stone Wall, ).
- Defender Total Score: 4 + 4 + 1 + 2 = \mathbf{11}.
Step 3: Melee Aftermath
- Victor: 7th North Carolina holds the stone wall (11 to 10).
- Defeated: 14th Brooklyn is repulsed from the wall. It loses 1 physical stand (reduced to 5 stands), receives a Disorder Marker, and retreats 6.0 inches back into the open meadow.
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
"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
- [RULE-07-1.1] Dynamic Degradation: Rather than using separate bookkeeping rosters or arbitrary hit-point pools, a regiment's combat effectiveness, shock resilience, and tactical discipline are governed directly by its Remaining Stand Percentage.
- [RULE-07-1.2] Regimental Health Profiles: Every regiment occupies one of three distinct health states based on its current stand count relative to its starting strength:
| 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 |
- [RULE-07-1.3] Regimental Stand Health Breakdown Reference:
| 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 |
- [RULE-07-1.4] The Master Discipline Check:
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:
- Veteran / Elite Quality: Passes on 3+ (Roll of 3, 4, 5, or 6).
- Regular Quality: Passes on 4+ (Roll of 4, 5, or 6).
- Green / Conscript Quality: Passes on 5+ (Roll of 5 or 6).
- [RULE-07-1.5] Consequences of Failed Discipline Checks:
- If the unit was charging, the assault stalls 2.0" away and the unit receives a Disorder Marker .
- If the unit was stationary or in a firefight, it immediately falls back 3.0 inches directly away from the enemy and receives a Disorder Marker. If already Disordered, it falls back 3.0 inches and takes 1 Micro-Hit per the Double Disorder rule.
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 |
- [RULE-07-2.1] The Brigade Collapse Doctrine: In the American Civil War, entire brigades rarely fought until every single regiment was wiped out. Instead, cumulative casualties, loss of field officers, and ammunition depletion triggered a collective moral exhaustion. This is governed by the Brigade Faltering Clock.
- [RULE-07-2.2] Tracking Brigade Casualties:
- Every brigade has a baseline Total Stand Count calculated during scenario setup (the sum of all infantry stands across all constituent regiments).
- Whenever a physical stand is removed from any regiment in the brigade due to shooting or melee, advance the casualty tally die placed on the Brigadier’s base by +1.
- [RULE-07-2.3] Threshold 1: The Hesitant State (~ 30% Total Stand Losses):
- When cumulative stand losses reach or exceed 30% of the brigade's starting strength, the brigade immediately becomes Hesitant. Place a Hesitant Marker on the Brigadier General’s base.
-
Tactical Penalties for Hesitant Brigades:
-
Assault Prohibition: Regiments in the brigade cannot declare Assaults/Charges .
-
Speed Restriction: Units cannot use the Double-Time order .
- Degraded Firepower: All regiments and attached batteries suffer a -1 to-hit penalty on all Phase 3 shooting rolls.
-
Shaken Morale: All subordinate units suffer a -1 penalty to all Discipline Checks.
-
[RULE-07-2.4] Threshold 2: The Broken / Whipped State (~ 50% Total Stand Losses):
- When cumulative stand losses reach or exceed 50% of the brigade's starting strength, the brigade is officially Whipped / Broken.
- Immediate Collapse Protocol:
- The brigade immediately forfeits all remaining Staff Pips.
- All subordinate regiments and batteries receive a Disorder Marker.
- 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.
- 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
- [RULE-07-2.5] Brigade Size vs. Threshold Breakdown:
| 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
- [RULE-07-3.1] The Disorder Marker & Tactical Penalties: Disorder represents disrupted battle lines, smoke blindness, ducking under heavy fire, and temporary command confusion. When a regiment becomes Disordered, its rigid formation breaks down into a chaotic mob.
- Tactical Penalties: Because officers have lost control in the smoke, a Disordered unit cannot execute an Advance, Double-Time, or Assault order. It may only Hold Position, fire at reduced effectiveness, Fall Back, or wait to Rally. Removing Disorder is essential for restoring a unit's offensive fighting power.
- [RULE-07-3.2] Rallying via Staff Pips (Command Rally):
- During Phase 1: Staff & Command Phase or Phase 5: Status & Clean-up, a player may spend unspent Staff Pips from the parent Brigadier .
- Cost & Effect: Spending 1 Staff Pip immediately removes 1 Disorder Marker from any regiment within the 12.0" Command Radius (Bugle or Courier range). A Brigadier may also rally a unit that is Out of Command (>12.0") by spending 2 Staff Pips. No dice roll is required. Staff officers and couriers are assumed to physically ride to the line to dress ranks and restore order.
- [RULE-07-3.3] Natural Regimental Rally (Phase 5):
- During Phase 5: Clean-up , any Disordered regiment that did not receive a Staff Pip rally may attempt a Natural Rally Check, provided it meets the following conditions:
- It is not in physical base contact with an enemy unit.
- It did not move, declare an assault, or fire musketry during the current turn.
-
It did not sustain casualties from enemy shooting during the current turn.
-
The Check: Roll 1D6 against Troop Quality:
- Veteran / Elite: Rallies on 3+.
- Regular: Rallies on 4+.
- Green / Conscript: Rallies on 5+.
-
Result: If passed, remove the Disorder Marker. If failed, the unit remains Disordered.
-
[RULE-07-3.4] The "Double Disorder" Attrition Rule:
- A unit may never possess more than one Disorder Marker at any given time.
- If a unit is already Disordered and an event (such as failing a terrain friction check, failing a discipline check, or losing a melee) dictates that it receives a second Disorder Marker, the unit instead immediately suffers 1 Micro-Hit. This Micro-Hit carries over and contributes to future stand losses.
-
This mechanic simulates the attritional exhaustion of a unit being constantly pushed beyond its breaking point, without instantly erasing it from the battlefield.
-
[RULE-07-3.5] Reforming Worn Lines (Resting in Reserve):
- If an unengaged, stationary regiment spends two consecutive full game turns out of enemy line of sight and beyond 12.0" of the nearest hostile unit without firing or moving, it may remove its micro-damage hit counter, effectively absorbing minor stragglers back into the formation. (Physical stands removed are never recovered during a single battle).
4.0 Leaders, Headquarters & Officer Casualties
The owning player must immediately roll a Leader Casualty Check on 1D6.
Master Leader Casualty Table
- [RULE-07-4.4] Leader Casualty Resolution Matrix: Roll 1D6 immediately upon trigger:
| 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. |
- [RULE-07-4.5] Targeting Solitary Command Stands: A solitary Brigadier stand cannot be targeted by direct small arms fire or artillery unless it is the closest visible enemy unit within 6.0" of the shooter. If caught in open ground by an enemy charge without an attached friendly regiment, the command stand must immediately execute a 6.0" evasion move or be captured.
Step-by-Step Scenario Analysis
-
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:
-
143rd Pennsylvania: 2 stands lost.
- 149th Pennsylvania: 2 stands lost.
- 150th Pennsylvania: 1 stand lost.
-
121st Pennsylvania: 1 stand lost.
-
Phase 1: Morale & Status Assessment :
-
Total Starting Stands: 20 stands.
- Cumulative Stands Lost: 6 stands (30% attrition).
- The Faltering Threshold Triggered: Brigadier Potts reaches the 6-stand loss limit. He places a Hesitant Marker on his command base.
-
Tactical Consequences for the Brigade:
-
On Turn 4, Brigadier Potts rolls 2 Staff Pips. He wants to order the 150th Pennsylvania to counter-attack an exposed Confederate battery.
- Order Denied: Because the brigade is Hesitant, it cannot declare Assaults/Charges . The 150th PA cannot charge.
- 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.
- 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
-
The Desperate Charge ( / ):
-
The 33rd Virginia is reduced to 2 stands (Spent health state, -1 to melee). Normally, a Spent unit is forbidden from declaring an assault.
-
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.
-
The Approach & Canister Blast :
-
At the 4.0" mark, the Union battery delivers a Closing Canister Volley (2D6, hitting on 2+).
- The Union player rolls:
[2, 6]. Result: 2 hits scored (including one natural 6).
-
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.
-
The Leader Casualty Check :
-
Because the attached regiment suffered a stand loss and a natural 6, Brigadier Garnett must immediately roll on the Leader Casualty Table .
-
The Confederate player rolls 1D6: Roll is a 5 — Severely Wounded!
-
Command Aftermath :
-
General Garnett is shot from his horse and carried off the field; his stand is removed from play.
- 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.
- 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.

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
- [OPT-10-1.1] The Bidding Phase: Instead of rolling for standard Turn 1 initiative, both players receive a pool of 15 Pre-Battle Points. Before deployment, players secretly allocate these points across four categories using a piece of paper.
- [OPT-10-1.2] Resolving Bids: Reveal the allocations simultaneously. The player who bid the most points in a category wins that specific advantage. (Ties result in neither player getting the advantage).
- Scouting: Winner may move or remove one terrain piece (excluding rivers) up to 6.0" before deployment.
- The March: Winner forces the enemy to deploy their entire army first.
- Initiative: Winner automatically takes the first turn of the game.
- Logistics: Winner selects one enemy artillery battery; it begins the game with a "Low Ammo" marker.
2.0 The Clean Barrels (First Volley)
- [OPT-10-2.1] Pristine Muskets: Historically, the very first shot a regiment fired was meticulously loaded in camp. To represent this, place a small visual token (such as a white cotton puff or a brass percussion cap) next to every infantry regiment during deployment.
- [OPT-10-2.2] The Bonus: When a regiment fires its muskets for the very first time in the game, it receives a flat +1 To-Hit modifier on its shooting dice.
- [OPT-10-2.3] Fouled Barrels: Immediately after this first attack is resolved, remove the token. The regiment will never receive this bonus again during the battle, representing black powder fouling and combat stress.
3.0 The Friction of War Events
- [OPT-10-3.1] Triggering Friction: At the start of the turn, if both players roll the exact same number when generating their Commander's Staff Pips, the Active Player must pause and roll 1D6 on the Friction Table below before issuing any orders.
| 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)
- [OPT-10-4.1] The Tokens: During deployment, instead of placing miniature regiments on the table, players deploy numbered wooden blocks or "Blind" tokens. Each player receives exactly 1 Blind for each of their real Brigades, plus 2 "Dummy" Blinds.
- [OPT-10-4.2] Maneuvering Blinds: Blinds move exactly like troops during the Maneuver phase, at a flat speed of 9.0" across any terrain.
- [OPT-10-4.3] Unmasking: A Blind is immediately revealed if an enemy unit or enemy Blind moves within 12.0" (visual range), or if the controlling player voluntarily unmasks it to shoot.
- [OPT-10-4.4] The Trap: If a revealed Blind is a Dummy, it is instantly removed from the table. If it is a real Brigade, replace the token with the actual miniatures, facing any direction the controlling player wishes.
6.0 Historical Army Traits
- [RULE-07-5.1] Army Traits Overview: To capture the distinct doctrinal and historical character of famous units and theater characteristics without creating bloated rule exceptions, units may be assigned one or more standard Historical Traits during scenario design:
| 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". |
- [RULE-07-5.2] The Rebel Yell Doctrine:
- Application: Confederate infantry regiments with the Rebel Yell trait gain +1 to their Opposed Melee Roll when executing an Assault or declaring a Reaction 5: Counter-Charge .
- Psychological Shock: When a Rebel Yell unit successfully closes into base contact against a Green or Regular Union unit that is not in heavy earthworks, the Union defender must pass an immediate Discipline Check (4+) before melee dice are rolled. Failure imposes a Disorder Marker on the defender prior to calculating the melee score.
- [RULE-07-5.3] Seen the Elephant (Green Units Under Fire):
- Application: Applies to newly recruited or unblooded units.
- The Test: The very first time the regiment suffers an unsaved hit or a natural 6 from enemy musketry or artillery during the game, it must take an immediate Discipline Check (5+ on 1D6).
- Failure: The unit immediately receives a Disorder Marker, halts in place, and cannot move forward for the remainder of that turn.
- [RULE-07-5.4] Iron Discipline (Elite Formations):
- Application: Represents crack shock formations (e.g., The Iron Brigade of the West, The Stonewall Brigade, Hood's Texas Brigade, The Orphan Brigade).
- Suppression Immunity: The unit ignores the first natural 6 Disorder result inflicted on it during each game turn. It takes the casualty hit, but ignores the suppression disorder.
- Elite Rally: Rallies naturally on a roll of 3+ on 1D6 in Phase 5.
7.0 The Horse Holder Rule (Detailed Dismounting)
- [RULE-08-2.1] The Decision to Dismount: American Civil War cavalry functioned primarily as mobile dragoon infantry. An unengaged mounted cavalry regiment in good order may dismount during Phase 2: Active Maneuver Phase by spending half of its movement allowance (4.5").
- [RULE-08-2.2] The Horse Holder Deduction (The 1-in-4 Rule):
- Historical cavalry drill regulations required one man in every four to remain in the rear holding the reins of four horses.
- Stand Conversion: When a cavalry regiment dismounts, detach 1 stand to serve as the Horse Holder Stand. The remaining stands are placed forward as a Dismounted Skirmish Line.
- [RULE-08-2.3] Deploying the Dismounted Skirmish Line:
- Dismounted stands fight in Skirmish Order (spaced with up to 0.5" gaps between bases).
- Defensive Benefit: Dismounted cavalry in open ground count as being in Light Cover (5+ Save) due to their dispersed, prone firing postures.
- Terrain Exploitation: Dismounted cavalry may enter dense woods, rocky ridgelines, and structures without formation disorder penalties.
- [RULE-08-2.4] The Horse Holder Stand (Vulnerability & Movement):
- The Horse Holder stand is placed 2.0"–3.0" directly behind the center of the dismounted firing line, preferably in dead ground or behind cover.
- Movement: Horse holders move at 4.0" in open ground or 8.0" on roads. They must maintain a distance of no more than 4.0" from their parent dismounted line.
- Combat Vulnerability: Horse holders cannot shoot. If targeted by enemy fire, they receive no cover save. If contacted by an enemy charge, the horse holders are Captured / Destroyed: the stand is removed, and the parent dismounted regiment can never remount for the remainder of the battle.
- [RULE-08-2.5] Remounting Procedure:
- To remount, the dismounted firing stands must fall back into physical base contact with their Horse Holder stand.
- Spending half of a turn's movement allowance (4.5") remounts the unit, restoring the full starting mounted stand count. The unit may move the remaining 4.5" as a mounted line or column.
8.0 Advanced Artillery Tactics
- [RULE-05-8.1] Overhead Fire: Artillery batteries deployed on a higher elevation contour (e.g., a Level 1 Hill) may fire over the heads of friendly infantry on a lower contour (e.g., Level 0) without triggering Friendly Fire penalties. However, the friendly infantry must be at least 3.0" away from the artillery bases, and the target must be at least 3.0" behind the friendly infantry.
- [RULE-05-8.2] Counter-Battery Fire: Artillery firing exclusively at enemy artillery stands executes Counter-Battery Fire. If a natural 6 is rolled to-hit on the shooting dice, it does not just cause a crew casualty; it scores a direct hit on a caisson, limber, or gun carriage, destroying the enemy gun stand outright and removing it from play.
- [RULE-05-8.3] Bouncing Solid Shot (Enfilade): If an artillery battery fires spherical case or solid shot (Medium or Long Range) directly into the flank of an enemy line of battle, the shot bounces laterally down the ranks. The battery rolls +2 bonus dice on the attack, representing the devastating "bowling ball" effect of enfilading round shot.
7.0 Pre-Planned Written Orders (Token System)
- [OPT-10-7.1] Design Intent: This optional module replaces the dynamic activation system. It forces players to pre-plan their entire brigade's actions before any movement occurs, perfectly simulating the rigid, un-cancelable nature of 19th-century orders.
- [OPT-10-7.2] Phase 1 (Order Placement): After rolling for Staff Pips, the active player must place a face-down Order Token behind every single regiment and battery under their command.
- Tokens Available: Move/Advance, Assault (Costs 1 Pip), Hold Position / Fire, Change Formation.
- [OPT-10-7.3] Phase 2 (Execution): All tokens are flipped face-up simultaneously. The active player must execute the revealed orders exactly as written. If a unit reveals an Assault token but the target has moved out of range due to a reaction, the unit must still move its full 9.0" Double-Quick speed in a straight line toward where the target used to be. If a unit reveals a Hold / Fire token, it cannot move or pivot during Phase 2.
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.
- Full Skirmish Deployment: Unlike standard infantry, this entire regiment may deploy in Skirmish Order. All physical stands in the regiment are spread apart with exactly 1.0" intervals between them. (Dispersing into or recalling from this formation costs half of the unit's movement allowance).
- Movement: The regiment moves at the standard Skirmish speed (8.0"). They ignore all movement penalties and friction checks for crossing Difficult Terrain (woods, rough ground, fences).
- Firing (Offensive): They fire with their normal weapon profile (usually Rifled Muskets or Breechloaders), rolling 1D6 per stand. Because they are dispersed, they do not block Line of Sight. Friendly units may fire "through" the gaps in the sharpshooter line at targets beyond them without penalty.
- Receiving Fire (Defensive): Enemies suffer a -1 To-Hit penalty when firing at the sharpshooters due to their dispersed nature. Enemy units may also choose to fire "through" the sharpshooters to target formed friendly lines behind them.
- Receiving Charges (Evasion): If charged by enemy formed infantry or cavalry, the sharpshooters may use the Skirmish Evade (Reaction 3) to fall back 4.0"-6.0" through friendly lines for free.
- Melee Weakness: Because they are dispersed, they cannot declare an Assault against enemy formed lines. If they are charged and cannot (or choose not to) evade, they do not automatically die like a 1-stand screen, but they suffer a catastrophic -2 penalty to their Opposed Melee Roll.
9.0 Seeing the Elephant (Premature Firing)
- [OPT-10-9.1] Design Intent: This rule simulates the terrible fire discipline of raw recruits. Green troops facing a terrifying bayonet charge often fired their volleys too early out of panic, leaving them unloaded and defenseless when the enemy actually closed the distance.
- [OPT-10-9.2] The Panic Fire Check: When a Green (Inexperienced) regiment is targeted by an enemy Assault and the enemy reaches the 4.0-inch Reaction Trigger Window, the Green defender must immediately pass a Discipline Check (4+).
- [OPT-10-9.3] Failure Consequences: If the check is failed, the Green regiment panics and fires early. They are forced to use their Closing Defensive Volley at maximum range before the attacker enters point-blank distance. They suffer a -2 To-Hit penalty on this volley (representing erratic, long-range panic fire). Because they have fired early, they have empty muskets and receive a -1 penalty in the ensuing Opposed Melee Roll.
10.0 The July Sun (Heat Exhaustion)
- [OPT-10-10.1] Design Intent: Simulates the grueling physical toll of fighting in heavy wool uniforms during mid-summer campaigns like Gettysburg or Bull Run, where heatstroke caused as many drop-outs as enemy bullets.
- [OPT-10-10.2] The Exhaustion Threshold: If a regiment moves at Double-Quick speed (or declares an Assault) for two consecutive game turns, they succumb to heat exhaustion.
- [OPT-10-10.3] Forced Disorder: At the end of their movement on the second consecutive turn, the unit automatically receives a Disorder Marker. They cannot Double-Quick or charge again until this marker is removed via a Rally action.
11.0 Uncontrollable Pursuit (Breakthrough Frenzy)
- [OPT-10-11.1] Design Intent: Historically, when a regiment finally broke an enemy line in brutal hand-to-hand combat, they often became intoxicated by victory. Officers lost control as the men charged wildly forward into the enemy rear, breaking their own battle lines and exposing themselves to counter-attack.
- [OPT-10-11.2] The Frenzy Check: If a regiment completely destroys or routs an enemy unit in Melee, they must immediately pass a Discipline Check (4+).
- [OPT-10-11.3] Breaking the Line: If the check is failed, the victorious unit becomes Frenzied. They must immediately make a free, mandatory forward move of 4.0 inches directly toward the nearest enemy unit or objective, breaking formation with their parent brigade. They receive a Disorder Marker at the end of this uncontrolled pursuit move.
12.0 Refusing the Flank (The Chamberlain Maneuver)
- [OPT-10-12.1] Design Intent: Bending a battle line backward to protect an exposed flank (like the 20th Maine at Little Round Top) was one of the most difficult maneuvers to execute under fire. It required intense officer coordination to pull men backward without the rank-and-file thinking a general retreat had been ordered.
- [OPT-10-12.2] The Command Friction Check: Normally, wheeling or pivoting is a free maneuver. However, if a unit attempts to pivot its wing backward (Refusing the Flank) while within 12 inches and Line of Sight of an enemy unit, it requires direct officer intervention. The parent Brigadier must expend 1 Staff Pip and the regiment must immediately roll a Discipline Check (4+).
- [OPT-10-12.3] Resolution & Retries: The outcome depends on the D6 roll:
- Success (4, 5, 6): The men understand the orders and successfully execute the maneuver.
- Standard Failure (2, 3): The maneuver fails due to battlefield noise and confusion. The unit remains in its original facing, and the 1 Staff Pip is wasted. The player may attempt the maneuver again immediately if they have another Staff Pip to spend.
- Catastrophic Failure (1): Total chaos! The men misinterpret the order as a general retreat and break ranks. The unit remains in its original facing but immediately receives a Disorder Marker. The Staff Pip is wasted, and no further attempts may be made to maneuver this unit this turn.
13.0 Digging In (Hasty Breastworks)
- [OPT-10-13.1] Design Intent: Especially from 1864 onward (e.g., The Wilderness, Spotsylvania), ACW troops learned to throw up logs, fence rails, and dirt piles almost immediately after halting. This rule allows dynamic manipulation of battlefield terrain.
- [OPT-10-13.2] The Digging Action: During Phase 1 (Command & Maneuver), an infantry regiment may spend 1 Staff Pip and declare they are "Digging In." The unit may not move, fire, or participate in Assaults this turn.
- [OPT-10-13.3] Placement & Protection: At the end of the turn, place a Hasty Works marker along the unit's front facing.
- If the unit was in Open Ground, they now count as being in Light Cover (5+ save) against fire crossing their front.
- If the unit was already in Light Cover (such as a woodline or rail fence), they upgrade that position to Heavy Cover (4+ save).
- Works may not be built in marshes, across streams, or inside masonry structures.
14.0 Spiking the Guns (Artillery Overrun)
- [OPT-10-14.1] Design Intent: When infantry overran an enemy battery, they often hammered rat-tail files into the touchholes of the cannons ("spiking" them) so the enemy couldn't use the pieces if they counter-attacked and recaptured the ground.
- [OPT-10-14.2] Capturing the Battery: If an infantry unit successfully wins a melee against an artillery battery, the battery's stands are removed, and the infantry occupies the guns.
- [OPT-10-14.3] Spiking vs. Hauling: During their next Command Phase, the occupying unit's Brigadier must decide the fate of the guns:
- Spike the Guns: By spending 1 Staff Pip, the infantry permanently disables the battery. Remove the guns from the table. Even if the enemy retakes the hill, the artillery cannot be recovered or used.
- Haul them off: The player may attempt to drag the guns to their own board edge for Campaign Victory Points, but doing so prevents the unit from moving faster than half-speed or firing until the guns are secured. If the enemy counter-attacks while the guns are still on the table, the guns are recaptured intact.
15.0 The Rebel Yell / Union Huzzah (Psychological Shock)
- [OPT-10-15.1] Design Intent: Represents the sheer, coordinated psychological terror of an entire brigade roaring its battle cry during a massive bayonet charge, breaking enemy nerves before the lines ever physically clash.
- [OPT-10-15.2] The Declaration: Once per game per army, a Brigadier may spend 2 Staff Pips at the start of Phase 4 (Assault & Melee) to unleash their faction's terrifying battle cry across their entire brigade.
- [OPT-10-15.3] The Psychological Effect: For that entire Assault phase, every enemy unit charged by that brigade suffers an automatic -1 penalty to all Reaction Saves and Discipline Checks.
- [OPT-10-15.4] The Recoil: Such intense adrenaline comes at a cost. At the end of the turn, every unit in the brigade that participated in the charge receives a Disorder Marker due to physical exhaustion and broken formation, regardless of whether they won or lost the melee.
16.0 Desperate Valor (Command Action)
- [OPT-10-16.1] Design Intent: Civil War soldiers were professional and deeply disciplined. Charging into defensive volleys or depressed canister fire was viewed as suicidal, yet units routinely executed these orders when strategically necessary, driven by raw unit cohesion and extreme leadership. This rule gives players the historical tool to push men through this brutal slaughter.
- [OPT-10-16.2] The Order: During Phase 1 (Command & Maneuver), a Brigadier may spend 2 Special Staff Pips to order "Fix Bayonets / Desperate Valor" for a single regiment that is declaring an Assault.
- [OPT-10-16.3] The Benefit: The intense command focus grants the charging regiment incredible nerve. During the ensuing Assault phase, the regiment gains Advantage on all Discipline/Morale checks (roll 2D6 and drop the lowest). This allows them a vastly higher chance to absorb punishing defensive volleys or point-blank canister without breaking before contact.
17.0 Caught Flat-Footed (Forced Reaction Penalty)
- [OPT-10-17.1] Design Intent: Adapted from the Johnny Reb 3 'Forced Conditional Hold'. It heavily penalizes units that are caught marching or moving in column formation when suddenly ambushed by a charge, reflecting the panic of attempting to unpack into a fighting line under extreme duress.
- [OPT-10-17.2] The Trigger: If a unit is declared as the target of an enemy charge while currently deployed in Road Column or Assault Column.
- [OPT-10-17.3] The Penalty: If the targeted unit does not have a Reserved Staff Pip to spend on a Defensive Reaction (such as Refusing the Flank or forming a Closing Volley), they are caught completely flat-footed.
- [OPT-10-17.4] Resolution: The flat-footed unit automatically suffers a -1 penalty to their Melee Shock score, and must immediately take a Discipline Check. If they fail, they are Disordered before the enemy even makes contact.
18.0 The Second Line of Battle (Support Morale)
- [OPT-10-18.1] Design Intent: Simulates the massive psychological comfort a regiment felt when they knew friendly reinforcements were deployed directly behind them, ready to step up and plug the gaps.
- [OPT-10-18.2] The Support Bonus: Whenever a regiment is required to take a Discipline Check (whether from a Closing Volley, taking heavy casualties, or preparing to assault), they gain a +1 Bonus to their 1D6 roll.
- [OPT-10-18.3] Eligibility: To claim this bonus, there must be a friendly, formed regiment (not skirmishers) deployed within 3.0 inches directly behind the center of the testing regiment. The supporting regiment cannot currently have a Disorder marker.
19.0 Plunging Fire & Overshoot (Rifled Muskets)
- [OPT-10-19.1] Design Intent: While highly accurate at long ranges, the rifled musket's Minié ball had a severe, rainbow-like trajectory. In the blind panic of an incoming bayonet charge, soldiers frequently forgot to adjust their rear sights back down to zero, causing their defensive volleys to fly harmlessly over the attackers' heads.
- [OPT-10-19.2] The Overshoot Penalty: When a unit equipped with Rifled Muskets fires a Defensive Closing Volley against an incoming Assault, they only score hits on a 5+ (instead of the standard 4+).
- [OPT-10-19.3] Smoothbore Superiority: Units armed with Smoothbore Muskets or Repeaters do not suffer this penalty. This creates a distinct tactical advantage for smoothbores when defending a static line against a charge, simulating their point-and-shoot reliability at close range.