Bobby Lee - Columbia Games

Bobby Lee - Columbia Games
Bobby Lee
The game is divided into four Years,
1861-64, but can extend into 1865 or later.
Each year is divided into four Quarters,
Spring, Summer, Autumn, and Winter. Each
Quarter consists of a varying number of
alternating Player Turns, followed by a
simultaneous Supply Turn.
Players “bid” to determine who has the
Initiative (first turn) in a Quarter. Each player
sets a die on the mapboard, hidden by his
hand, showing the number of Leaders he will
activate on the first Player Turn.
The higher bid wins the initiative and that
player must activate the exact number of
Leaders bid (no more and no less). The CSA
has the initiative in case of tie bids. If both
players bid “zero” (a “6” on the die), two Pass
turns have been bid and the Quarter ends
IMPORTANT: The losing bidder is not
required to follow his losing bid.
Each Player Turn starts by activating one
or more Leaders. These units command the
movement of any units within their rated
Command Range of Ø, 1, or 2 hexes.
Each time a Leader is activated it loses
one (1) step which limits how much action is
possible in any Quarter before an army must
rest and rebuild.
PASS TURN: Players can "Pass” a turn
by activating no Leaders. They can Pass
one turn, and still play a normal Player
Turn later. However, two consecutive
Pass turns (one by each player) ends the
current Quarter.
1.21 Movement Phase
Units within Command Range of an active
Leader can move 1 to 3 hexes, depending
on their Speed, terrain entered, and the
current Season. Active Leaders are then
reduced one step, returned to upright mode,
and moved according to their own speed.
Forced marches (if any) are now resolved.
All movement must be completed before
starting the Battle Phase.
1.22 Battle Phase
Battles result when the Active player
(“Attacker”) moves units into enemy occupied
hexes. If either player has only one or two
units to start the battle, a Skirmish is fought.
Otherwise, the Defender deploys his units
on a Battle Board into three (3) Positions
and an optional Reserve, then the Attacker
does the same. The battle is fought to a
conclusion with a series of alternating Battle
Turns, Attacker first. Each Battle Turn has four
• Retreat: any/all units to adjacent hexes if
• Morale: check for all strength 1, engaged
units. Some of them might flee.
• Combat: move OR fire units in any
sequence to gain any advantage. Units
that move may not fire, and vice-versa.
Exception: Outflank, 6.5.
• Reinforce from adjacent hexes. Small
battles may develop into large battles
that last for several days.
Each day is separated by a Night turn
that enables players to retreat more easily,
or reinforce and re-deploy for another day
of battle. Extra days of battle require the
expenditure of Leader steps.
Several battles in different locations often
occur at the same time. These are fought,
one by one, in any sequence chosen by the
Active Player, except all Skirmishes (6.1)
must be resolved before any battles.
A Quarter ends when two consecutive
"passes" are made. A Supply Turn is then
played. See 9.0.
The Supply Turn is simultaneous, but if a
conflict arises as to who performs any action
last, the CSA player has this right.
Each new Quarter then begins with an
initiative bid to determine 1st Player.
• Mapboard
• Battle Maps (1)
• Wood Blocks (96) & Labels
• Order of Battle Cards (2)
• Dice: 4
• These rules
Tom Dalgliesh
Contributors: Mark Adams
Grant Dalgliesh
Paul Hendricks
Stan Hilinski
Mark Kwasny
John Longstreet
Matt Looby
Gary Selkirk
Eric Hotz
Map & Labels: Tom Dalgliesh
Generals by
Karim Chakroun
Columbia Games, Inc
POB 1600, Blaine
WA 98231 USA
800/636-3631 (toll free)
For game updates and discussion,
© 2014 Columbia Games Inc.
Version 3.1
Bobby Lee
The mapboard covers most of the state of
Virginia, plus adjacent parts of Maryland,
Pennsylvania, & West Virginia. A hexagonal
grid determines the location and movement
of forces.
Except for Ft. Monroe (SE corner of map)
and West Virginia (2.71) all territory south
of the Potomac River is friendly to the CSA.
Territory north of the Potomac is friendly to
the USA.
The mapboard is divided into hexagons
(called hexes) to determine the location and
movement of units. Partial and coastal hexes
are playable.
Map features affecting play include rivers,
forests, mountain gaps, marshes, towns,
ports, and railroads. Some types apply to
Hexes, some to Hexsides, some to both. A
hex or hexside may contain two or more
terrain types; the most restrictive terrain
always applies. For coastal hexes, only land
terrain is considered.
See Terrain Effects table on the back
cover for movement and combat effects.
CLEAR: cleared fields of crops and
pasture separated by light woods.
FOREST: Units must stop when they
enter a vacant forest hex, but can
move through if the hex was
friendly-occupied at the start of this Player
Turn. Forest affects battles (6.66).
kull Gap
kull Gap
Skull Gap
2.21 Hexside Limits
When NOT attacking, units ignore Hexside
Limits. Attack Limits control the number of
units which can start battles via that hexside.
The Reinforce Limit controls the number
of units that can reinforce a battle across a
hexside per Battle Turn. The Retreat Limit is
the same as the Attack Limit. Both Reinforce
and Retreat limits are doubled during a Night
Turn (6.81).
River hexsides (with no crossing) and
Mountain hexsides (with no Gap) are
impassable. Supply Lines (9.2) and Command
Range (5.12) cannot be traced through
impassable hexes or hexsides.
Hexside limits are reduced in Mud,
sometimes to zero, which means Gaps
and Marshes become impassable for
ERRATA: Add a bridge over Antietam
Creek on the Campton Gap hexside.
The few paved (macadamized) roads that
existed in 1861 are shown as brown lines on
the map. Units starting, moving, and ending a
move on roads add one ( +1) to Speed. Roads
also function like a railroad for supply, but do
not allow Rail Movement.
Valley Pike: connects Staunton with
Martinsburg. It allows faster movement
and connects with Rail Supply in the
Shenandoah Valley. The road can be used
by both players.
National Road: connects Baltimore with
Cumberland and westward to Ohio. The
Towns that contain a number are
major towns that provide Victory and CSA can use this road for faster movement,
but not for supply; the USA can do both.
Replacement benefits to a player
controlling their hex. The number is a Victory
Point value if held by the enemy player. New 2.7 HEX CONTROL
Control of Ports and Rail Lines is important
units are deployed in Rail Entry hexes, or in
for Supply. Control of towns also affects
friendly supplied major towns within Home
Victory Points. Control is determined by the
location of units at the end of the Movement
2.31 Fortresses
Phase, after each battle or skirmish ends,
Five towns, Alexandria, Baltimore, and during the Supply Turn. Prior occupation
Petersburg, Richmond, and
and/or movement through an enemy hex,
Washington, plus Fort Monroe are does not affect hex control.
fortified. They provide extra
EXAMPLE: the USA must have at least
defensive benefits (6.65) to defending units.
one unit in Winchester at the end of their
Movement Phase to keep control. If they
2.32 Ports
Coastal and river settlements with an vacate the hex, control reverts back to the
CSA, who then regain 1vp.
anchor symbol are Ports. Some ports
The Virginia and Maryland rail
net was sparse in 1861,
especially in the Tidelands
region north and east of
Richmond. This rich farming area almost sat
out the war because a lack of railroads
discouraged mounting operations there.
SEAS: The most upstream port on a
river is called "Head of Navigation."
These ports are named in 8.2.
Units can move by rail with Strategic
Movement across rivers or between friendly Movement (5.4) and rail supply is traced
ports downstream of the Head of Navigation along controlled railroads (7.1).
requires a Sea Move. Players can also Sea
Attack into vacant or occupied enemy ports.
Non-port hexes are considered unsuitable for
sea attacks.
© 2014 Columbia Games Inc.
Supply hexes are map edge rail hexes
marked with Red (CSA) or Blue (USA)
supply symbols to indicate original
ownership. These hexes are supply sources
for rail supply. One new unit may appear per
friendly Supply hex each Supply Turn.
MARSH: There are no Marsh hexes,
only Marsh hexsides. Units must stop
are towns, some only smaller
after crossing a Marsh hexside.
settlements with no VP value. Control of
these ports enables Sea Movement (8.3) and
GAP: Mountain hexsides are
Sea Supply (9.2). Fort Monroe and
impassable except where a Gap
Baltimore are Major ports.
(pass) is named.
RIVER: All river hexsides are
impassable except where a marsh,
bridge or ford exists, or a temporary
Pontoon Bridge (5.41) is built.
In general, all hexes north of the Potomac
are Home Territory to the USA, and those
south of the Potomac to the CSA player.
EXCEPTIONS: Ft. Monroe and "West
Virginia" (all hexes on both sides of the
South Branch of the Potomac River except
Brandywine, and hexes to the west of the
river) are friendly to the USA. The B&O
rail hexes from Cumberland to Harper's
Ferry are also USA "territory". The relevant
hexes all contain a blue settlement.
ENEMY Territory is Home Territory for the
enemy player.
A hex is friendly when it is occupied by
one or more of your units, or is a vacant hex
in Home Territory.
Version 3.1
Bobby Lee
ST 2
3 F2
ST 3
3.63 Garrisons
ST 1
4 F1 Low quality troops used mainly
on defense. Garrisons have F1
firepower and Move 1. USA
garrisons build to 4-step, CSA to
Units with crossed muskets.
4 F2
Each step is one brigade of 3,000
to 4,000 men. CSA infantry can
build to 4-step, USA to 3-step.
Both have F2 firepower.
3 F2
3 F2
For each hit taken in combat, strength
is reduced by rotating the unit 90 degrees
counter-clockwise. The diagram below shows
the same unit at strength 3-2-1.
3.62 Infantry
Each side also has one Supreme Leader with
special abilities (5.4), namely Lincoln for the
USA and Davis for the CSA.
3.64 Cavalry
3.51 Speed
Speed is the number of hexes a unit can
move per Player Turn. Add one (+1) to Speed
with a Forced March (5.31), but the unit is
then subject to attrition from stragglers.
3 F1 Units with crossed sabres and
yellow centers. Each step is
roughly 800-1,200 troopers.
They are excellent for screening
and raiding, but move like
infantry in battle, and only have F1 in
combat. CSA build to 3-step, USA to 2-step.
A unit’s type determines its Speed and
Firepower. See: Unit Data chart (back cover).
Much of Virginia was wooded in 1861; forests
are shown only where large, dense tracts
existed, such as the Wilderness. Maneuver was
difficult there because of dense undergrowth
and roads were few and primitive. Vicious
battles were fought here in 1863 and 1864.
The Peninsula
The narrow neck of land stretching SE from
Richmond to Fort Monroe. Although the
Peninsula had been settled for over 250 years
(Jamestown was founded in 1607) the region
was still mostly wooded and swampy in 1861.
Having moved the Army of the Potomac by sea
transport to Fort Monroe, McClellan mounted
his ill-fated Peninsula campaign here in Spring
The four dark brown labels are attached to the
four red blocks. These are markers to keep track
of Victory, Year, Quarter, and Battle Time.
4 F13
that mark entrenched positions
in battles. One entrenchment is
added to the mix each year
starting in 1862 to reflect the
gradual escalation of entrenchments. See 6.9.
4 F2
© 2014 Columbia Games Inc.
The Wilderness
Note that Artillery have two firepowers, F1
for long-range fire and F3 for short range fire.
The scene of Stonewall Jackson’s famous
Valley Campaign of 1862, this fertile valley
runs between the Allegheny and Blue Ridge
mountains from Staunton north to Harpers
Ferry. The Valley provided significant foodstuffs
for the Confederacy, and an easy route to invade
the North, screened from Union observation by
the Blue Ridge Mountains. For the Union it was
less useful, since moving up the Valley (toward
Staunton) led them further and further away
from Richmond.
3.65 Artillery
Units with crossed gun-barrels
and red centers. They represent
Firepower is indicated by the letter "F" and
about 24 guns per step. Artillery
a number, such as F1 or F3. The number is
have two fire ranges, F1 Long
the maximum roll that scores a hit in combat.
and F3 Short. USA artillery build
to 3-step.
EXAMPLE: a unit rated F1 scores a hit for
each "1" rolled, but a unit rated F2 scores
3.66 Entrenchments
a hit for each 1 or 2 rolled.
Both sides have three (3) blocks
3.52 Firepower
The CSA tended to have larger divisions of four
or five brigades.
The current strength of a unit is the
number on its top edge when standing
upright. Strength determines how many
six-sided dice (d6) are rolled in combat. For
example, a unit at strength 3, rolls 3d6.
Shenandoah Valley
Leaders represent army level
headquarters of command and
logistics. Some Leaders are
2 4-step, some 3-step, some
2-step. The yellow number
(bottom right) is their command range. For
details on leaders, see 5.1.
★★★★ F2
Units stand upright, labels facing the
owning player. This prevents players from
observing enemy unit types and strengths
until revealed in combat.
3.61 Leaders
Wooden blocks, called units, represent
USA (blue) and CSA (gray) forces. A die-cut,
adhesive label identifying units must be
attached to each block. USA units are blue
with blue labels. CSA units are gray with
butternut labels.
Each step of infantry equals one brigade of
3,000-4,000 men. A full strength division (on
paper) contained three brigades of 4,000 for a
total of 12,000 men. In practice, however, few
divisions exceeded 9,000, and later in the war
most were lucky to muster 6,000 men.
The Units
Five main types of units are found in the
game: Leaders, Infantry, Garrisons, Cavalry,
and Artillery. Unit types are identified by the
symbols in label centers. Each side has three
green entrenchment labels for blue and gray
blocks. There are also four brown labels for
the common red blocks.
Version 3.1
Bobby Lee
4.33 Victory Track RP
Free Deployment
In addition to the fixed quota of
Replacement Points (RP) noted on the back
A Victory Track is printed along the eastern cover, one player gains bonus RP equal to the
edge of the mapboard. A counter is moved
track space number of the Victory marker.
on this track in response to certain conditions That is, if the marker is located on the "1864"
noted under Victory Points (4.3). Each player space, the CSA gain 2rp, but if located on the
seeks to move the counter into his own
"1863" space, the USA gain 2rp. Maximum
Decisive Victory box. See 9.0.
bonus is 6rp (above that a player has won).
The game starts in Summer 1861, and
continues until one side gains a victory.
Consult the Order of Battle cards and deploy
forces on the map at their noted 1861
strengths and locations.
Once per game, during any Supply Turn
of 1862 or later, the USA may announce the
Emancipation Proclamation. This cannot be
done if the CSA currently has any units north
of the Potomac.
4.21 Game Victory
Emancipation gives the USA 3vp, but the
CSA immediately get 6rp reflecting a brief
surge of Southern volunteers.
If neither side gains a Decisive victory by
the end of Autumn 1864, the CSA wins if
they have a Marginal victory (reflecting the
upcoming election). If Stalemate, continue
play into 1865 (and beyond if necessary)
using 1864 RP. A Marginal Victory can now
win for either side.
4.22 Free Deployment
Players have the option to deploy units
as per scenario and then exchange them as
desired, always keeping the same number of
units at each location.
The "V" counter is moved one space on
the Victory Track in the appropriate direction
for each Victory Point (VP) won.
4.31 Town VP
Some towns have VP values based on
economic, political, and military factors.
Players ignore VP towns of their own color,
except when liberating them from enemy
occupation. For example, Winchester is
a 1vp CSA town. The CSA gain nothing for
it. The USA wins 1vp each time it occupies
Winchester, but the CSA wins 1vp each time
it regains control.
IMPORTANT: Towns in Enemy Territory
must be occupied by friendly units to
maintain control.
4.32 Time VP
The burden of attack rests with the USA.
The South has declared its independence
and need only defend itself to win. The CSA
can win the game simply by parrying USA
invasions of Virginia and letting the passage
of time gain them victory. 1vp is scored by
the CSA player during the Supply Turn of
every Quarter.
© 2014 Columbia Games Inc.
Both sides imposed draft laws after
volunteer support ebbed with the bloody
battles of 1861 and 1862. The drafts were
never popular and caused some riots, but
the threat of being drafted plus a bounty to
volunteer did encourage men to join.
Each Supply Turn, players may choose to
call one draft from their Replacement Pool.
Drafts do not cost RP, but 1vp is awarded to
the opponent regardless of the result.
PROCEDURE: Roll 1d6 and consult the
Draft table (back cover) to determine
the cadres (if any) received. Deploy draft
cadres at step-1 like new units (9.52).
Each year takes 60-90 minutes to play.
Shorter games can be played by starting the
game with the given OBs for 1862, 1863, or
1864. Deploy forces according to these OBs,
and position the Victory marker in the same
year on the Victory Track. All such games
start in the Spring.
NOTE: If starting a game in 1863 or 1864,
Emancipation cannot be proclaimed. The
3vp for Emancipation are already factored
into 1863 and 1864 starting VP.
4.61 One Year Games
Start any year in the Spring (Summer
for 1861) and end after the Autumn turn is
played. Victory goes to the player who, after
the Autumn supply turn, has improved his
Victory Track position from the starting year
This option better reflects the doubt regarding
enemy strength which always plagued the
commanders prior to opening a campaign.
Emancipation Proclamation
The American Civil War began as an issue
over States’ rights, not slavery. The conflicting
rights of Free and Slave states had long been
established by the Missouri Compromise of 1820.
But changing demographics and economics
became a festering wound to national unity. The
war began when Lincoln disputed the right of
Southern states to secede from the Union.
President Lincoln, an ardent anti-slavery
Republican, knew that very few Northerners
would fight to abolish slavery. He eventually
persuaded his reluctant Cabinet to support
emancipation because it would discourage
foreign support for the Confederate side, and
provide the North with “a just cause” to continue
the war against growing opposition. Lincoln
agreed that emancipation be delayed so that it
would not be viewed as a cynical ploy to save
the Union. A “victory” at Antietam gave Lincoln
his chance and the proclamation became law
January 1, 1863.
The Emancipation Proclamation changed
perception of the war, from a War of Southern
Independence to a war against slavery. The
proclamation abolished slavery only in the
Confederacy (abolished as a right of war), but
was strengthened by the 13th Amendment
(1865) that abolished it nationwide.
1864 Election
Failure to defeat the Confederacy after three
years of war threatened the re-election of
Lincoln in November 1864. Up until the dramatic
victory at Atlanta in 1864, defeat for Lincoln
seemed likely. Especially so because no president
had been elected to a second term since Andrew
Jackson in 1832.
Lincoln's opponent, McClellan, the former
commander of the army fired in Nov/62, initially
supported the Democratic Party "Peace Plank"
to negotiate a cease-fire, then call a States
Convention to seek a constitutional compromise.
This was a popular policy in 1863, but became a
liability after the fall of Atlanta in Aug/64.
McClellan tried to moderate his party's "peace
effort" to no avail. He was defeated by a Lincoln
landslide of 212 to 21 electoral votes, although
the popular vote was much closer at 55% to
45%, and, of course, no Southern votes were
Version 3.1
Bobby Lee
Movement is commanded by Leaders.
Both sides have 1 Supreme Leader and 3
Army Leaders. Army leaders can be Major
(4-steps) or Minor (2 or 3 steps). There can
only be one Major Army Leader per side in
play at any time, except see 5.22.
5.11 Leader Activation
Leaders are activated by tilting them
forward, face-up in the hex they occupy.
After commanding movement all active
Leaders are reduced one step, returned to
upright (hidden) mode, and may then move
at their own speed. They may force-march.
IMPORTANT: Leaders may never be
activated at 1-Step since this would
eliminate them. Nor can they force-march
at 1-Step. They can be eliminated by battle
losses, but can then be rebuilt. See: 5.2.
5.12 Command Range
5.21 Leader Death
If one or more army leaders are lost in
battle, replacement leaders are drawn in
the next Supply Turn (4rp each leader) and
deployed at strength 1 like any other cadre.
A minor leader must replace a minor leader;
redraw if necessary.
Leaders represent more than individual generals.
They are centers of command and logistics and
include an escort guard, staff, and hundreds of
men involved in logistics.
5.22 General Grant
Note: 4-step Leaders use the commander name
as strength "1".
This USA leader is not available until
Winter 1864, when he is added to the USA
pool. If drawn, Grant replaces Lincoln at
current strength and location. He operates
either as an Army Leader OR a Supreme
Leader, but never both in the same turn.
Units are moved individually for 1-3 hexes,
depending on their current Speed. Units can
only move once per Player Turn, except they
may also Reinforce, Retreat, or Regroup.
5.31 Stacking
Any number of units can be stacked in a
Army Leaders have a command range (CR) playable hex, but note the attrition for being
indicated by the yellow number in the lower unsupplied (9.3) and foraging limits (9.4).
right corner. Leaders with CR Ø, command
the movement of friendly units in their own 5.32 Hex and Hexside Limits
Except where terrain requires units to
hex. Leaders with CR1, extend command
stop, any number of units may enter or pass
out to all adjacent hexes. Leaders with CR 2
through a vacant or friendly hex/hexside.
extend command out one extra hex.
Units that enter a hex containing enemy units
Command Range cannot be traced
are Attacking; they must stop and fight.
through impassable terrain nor through
When attacking, Attack Limits apply. See
enemy-occupied hexes.
Terrain Effects Table, back cover. Once the
NOTE: Supreme Leaders do not have
current Attack Limit of any battle hexside
a command range, but rather control
is met, that hexside is closed to all further
Strategic Movement (5.4).
movement other than Reinforcements,
Retreats, and Regroups. Attack Limits vary
Each Supply Turn both players must make with terrain and season.
a Leader Roll. Roll 2d6 and modify the total
by the player's position on the Victory Track.
This modifier is positive if a player is losing,
but negative if winning. A leader change is
made if the modified total is 7+.
5.33 Movement Rates
All units move a number of hexes equal
to their Speed, but attack at –1 Speed. That
is infantry and artillery can attack from 1 hex
away (adjacent), cavalry attack from 2 hexes
away, and garrisons must force-march to
attack from 1 hex away.
If a change is rolled, draw a new leader
from the face-down pool of leaders. A new
major leader must replace the existing major
5.34 Force-Marching
leader; a new minor leader must replace
A player has the option to Force March
any minor leader. New leaders are deployed
moving unit. Units can force-march to
at the same location and strength as those
they replace. No RP cost is involved. Supreme Attack, but not to Reinforce or Retreat.
Leaders are not replaced except see 5.22.
PROCEDURE: move the force-marching
unit one extra hex and identify it with a die.
NOTE: Grant & Sheridan are kept out of
After completing all other moves, roll 1d6
the USA pool until 1864. See 5.22.
for each force-marching unit on the Force
Replaced leaders are withdrawn from play, March table (back cover). Rough Terrain
except Beauregard, Longstreet, and Butler
modifier applies if a unit crosses any nonare returned to their respective leadership
clear hexside during the move, or crosses
pools and can be redrawn again; a second
or ends its move in any non-clear hex.
draw and change is permanent.
© 2014 Columbia Games Inc.
A full strength 3-step leader may have to be
replaced by a 2-step leader, meaning 1-step of
command is lost.
Leader Roll (Example)
If the VP marker is located on the "1863" space,
the modifier would be USA –2, but CSA +2. A
USA roll of 6 would be modified to 4; A CSA roll
of 7 would be modified to 9. The CSA would
make a leader change, but not the USA player.
Depleted Leader Pool
If a player's leader pool is empty, Leader Rolls
and Leader Draws to replace eliminated leaders
stop. That is, no more Leader Changes.
The weather is always DRY for the Spring,
Summer, and Autumn quarters, and MUD for
the Winter quarter.
[ ] Weather Change (optional)
During the Spring and Autumn quarters, a player
begins each Player Turn with a 1d6 weather roll:
The weather change applies only for the current
Player Turn, although it affects both players for
Reinforcements, Retreats, and Regroups. The
player holding the initiative must honor any
initiative bid regardless of weather.
Force-marching favors the CSA. Southern armies
typically marched faster because they had
shorter logistical tails and lighter backpacks.
Some Confederate units were popularly called
“foot cavalry."
Players must complete all moves before making
any force-march rolls. This ensures a player
cannot make a move in response to a forcemarch result.
Force-March Attacking Example
Alexandria and Manassas are two (2) hexes
apart. Infantry or Artillery in Alexandria must
force-march to attack Manassas. Cavalry can
attack without force-marching. Garrisons cannot
attack from Alexandria even if they force-march.
Version 3.1
Bobby Lee
Strategic Movement is possible when a
player activates his Supreme Leader. This
leader does not have command range, but
instead can strategically move a number of
friendly units (that do not otherwise move)
located anywhere on the mapboard. Each
unit can only move once strategically per
The number of Strategic Moves available
equals the current strength of the active
Leader; Strength 4 can command four
strategic moves, Strength 3 can command
three moves, etc.
Supreme Leaders
If either player has only one (1) or two (2)
units involved, a skirmish is fought instead of
a battle. All skirmishes are fought before any
battles are deployed, in a sequence chosen
by the Attacker.
For each Skirmish, players reveal units and
conduct one round of combat. The Defender
fires first (apply hits) then the Attacker fires.
All units fire at F1.
After the single combat round, the
player with the fewer units must retreat
normally; if tied the Attacker must retreat.
Reinforcements are not allowed.
After each activation, the Supreme Leader
Units that retreat are disrupted (6.35).
is reduced one step, turned upright, and may Regroups (6.34) are not allowed. Units that
then move normally by land, or by a free Rail win can reinforce an adjacent pending battle.
or Sea move if desired.
5.41 Strategic Moves
Battles are fought on the tactical board.
The Defender deploys first, one unit per Left,
•LAND MOVE: Move one (1) unit normally, Center, and Right positions. Extra units are
even if unsupplied. Force-march allowed. deployed into any of these same positions or
• RAIL MOVE: one unit that is already on
the Reserve as desired.
a railroad can move any distance along
The Attacker now deploys units in the
controlled railroads (see: 7.1). Units may same manner as the Defender, who cannot
not attack by rail movement.
alter deployment once the Attacker begins to
There are four (4) kinds of Strategic Move:
• SEA MOVE: USA units located in a
friendly port may move to another
friendly port (8.3) or invade a coastal or
river hex (8.4).
• PONTOON BRIDGES: Units may cross
River hexsides by temporary Pontoon
Bridges, but not in Mud turns. They must
start their move on one side of the river,
and stop after crossing the river. Each
unit expends one (1) strategic move if
the destination hex is friendly, but two
(2) strategic moves if enemy (whether
occupied or vacant). The Attacker can
Reinforce (1 unit) or Retreat (2 units) per
turn via the "bridge".
NOTE: downstream of Heads of
Navigation (8.2), units can cross rivers
by Pontoon Bridge only if all ports on
the River are friendly.
Battles occur when the Active player (the
Attacker) moves units into hexes containing
enemy units (the Defender). They are fought
to a conclusion with a series of alternating
Battle Turns. Battles end when one side
retreats or is eliminated.
Several battles may occur at the same
time. Multiple battles are fought one by
one in a sequence determined by the Active
player, except all Skirmishes (6.1) must be
resolved before any battles.
© 2014 Columbia Games Inc.
deploy. Once both sides have deployed, the
Attacker has the first (Dawn) Battle Turn.
Each Battle Turn consists of four phases,
resolved in sequence:
• Retreats (6.3)
• Morale (6.4)
• Combat (Move 6.5 or Fire 6.6)
• Reinforcements (6.7)
Supreme Leaders are the most powerful single
units in the game because they command the
movement of friendly units anywhere on the
board and control strategic movement by rail
or sea. Activating them more than once per
Quarter is certainly possible, but the number of
units they control declines with each use, yet
the cost to replace each step (2rp) is the same.
Fog of Battle
Units are deployed in upright mode to hide
their strength. They remain hidden until they
fire. Engaged units are not revealed until the
end of the current Battle Turn. Once revealed,
units must remain face-up until they move to
the Reserve (or Retreat). Units that take a hit
from long range artillery are not revealed.
Although normally the Attacker will be the
stronger force, this is not mandatory. A player
may attack a larger defending group with one or
two units, hoping for an upset.
Battle Deployment
Note the consequences of Rout (6.33) when
making your Battle Deployment. A weakly
defended position may quickly lead to a rout
and a mandatory retreat with heavy losses.
Retreat & Reinforcement Hexsides
Reinforcing via a hexside makes it available for
retreats by any attacking blocks. Players can
force-march to a hex adjacent to a pending
battle, establish control of that hex, then
reinforce from it and retreat back to it.
The attacker usually controls the hex(es)
attacked from, but with a force-march attack
of 2 hexes, this may not be true; leaving a unit
behind to make the hex friendly avoids the
1-Step loss.
The first segment of a Battle Turn allows
a player to Retreat any/all units from a
Battle into adjacent hexes. Units can retreat
from any battle position, but units that are
engaged at the instant of Retreat, take Rout
Attrition (6.33).
Four (4) blue units deploy one Right, one Left,
and two Center. Seven (7) Gray units deploy, two
Left, two Center, one Right, and two Reserve.
6.31 Retreat Hexes
The Attacker must retreat into adjacent
hexes via hexsides used to attack/reinforce
the battle. The Defender must also retreat to
adjacent hexes, but not via hexsides used by
the Attacker to start or reinforce the battle.
If a retreat hex is vacant but enemy
controlled, a loss of one (1) step applies to
each unit.
Neither player can retreat to a pending
battle hex.
Version 3.1
Bobby Lee
6.32 Retreat Limits
1-3 Lost/Fail
4-6 Outflank
4 F2
3 F1
★★★★ F2
4 F2
3 F2
3 F3 1
Engage: Infantry (CSA Right) engages the USA Left. It cannot fire until next CSA turn.
Disengage: Infantry (CSA Left) fails morale roll and disengages to CSA Reserve. CSA
Artillery there fires short-range (F3) into USA infantry.
Redeploy: Infantry (CSA Center) redeploys to Reserve. From there it may later move
to any of the three positions as needed. Units cannot move laterally from the CSA
Center to the Left or Right, or vice-versa. CSA artillery (center) fires long-range into
enemy Center.
Outflank: One Cavalry in CSA Reserve can outflank USA Left which is engaged by
infantry 3 on CSA Right in the same battle turn. With a 1d6 Outflank roll of 4+ this
cavalry can engage and fire normally at F1. Otherwise, it returns to the Reserve
minus one step.
All friendly 1-step units, currently engaged
by enemy units, are required to make Morale
Checks. Roll 1d6 for each 1-step unit.
Any unit that fires in a Battle Turn may
1-3 Morale Poor: Unit must make a
not move that same turn, except as noted
Disengage battle move, and cannot
in Outflank. Note that lateral or diagonal
otherwise fire or move this turn. Morale movement is prohibited, and units can never
failure of the last unit in a friendly
move to the enemy Reserve. All unit types
battleline Position causes a Rout (6.33). move at the same speed in battles.
4-6 Morale Good: Unit may conduct any
ENGAGE: Moving unengaged units to a
desired fire or move.
position containing enemy units, even
if that position already contains friendly
units. All unit types can engage, but
Artillery that do so fire only at F1. Engaged
units are not revealed until the end of the
current Battle Turn.
DISENGAGE: Moving engaged units to an
unengaged, friendly position, such as from
the enemy Right to friendly Left, or from
an engaged friendly Right to the Reserve.
Disengaging units are NOT subject to rout
attrition unless this causes a Rout (6.33).
© 2014 Columbia Games Inc.
3 F1
3 F1
4 F13
3 F2
Units that Retreat or Regroup (6.34) are
disrupted and cannot be used to Reinforce
another battle that Player Turn. Turn these
units face-down until they recover at the end
of the current Player Turn.
4 F2
6.35 Disruption
3 F3 1
When a battle ends, the Victor may
Regroup, meaning he can Retreat units
from the battle OR Reinforce (not both)
with adjacent units. Units that Regroup
must do so at the instant of victory and are
Disrupted (6.35) until the end of the current
Player Turn. All normal hexside limits apply,
including double limits for Night Turns.
6.34 Regrouping
6.33 Rout Attrition
A rout occurs when any one position of
a battleline is occupied by an unopposed
enemy unit. A rout is treated as an
immediate and mandatory retreat, subject
to all normal Retreat rules, including Retreat
Limits (6.32) except all units (including those
in the Reserve) of the routed player suffer
a 1-step loss (not just engaged units). Units
that cannot Retreat are eliminated.
Retreating units are subject to hexside
Retreat Limits (Terrain Effects Table, back
cover) per Battle Turn during Day retreats.
This limit is doubled for Night retreats.
REDEPLOY: Moving unengaged units to
unengaged positions, such as from the
Reserve to the Right Flank.
OUTFLANK: A special type of Engage move
from the Reserve to the right or left flank
of the enemy battleline. A maximum of
one (1) unit can outflank each flank per
Battle Turn. The enemy flank must first
be engaged by friendly unit(s), even if
engaged this Battle Turn. Only infantry
and cavalry can outflank. Each outflanking
unit makes a 1d6 roll. A roll of 4+ is
successful, and the outflanking unit can
engage and fire immediately (infantry can
melee). Otherwise, the unit gets lost and
immediately returns back to the Reserve,
minus one step for stragglers.
Version 3.1
Bobby Lee
Any unit that moves in a Battle Turn
may not fire that turn. Units located in the
Reserve may not fire or be attacked. Except
for long-range artillery fire, units must first
make an Engage move (firing next turn) or
they can fire at enemy units that have already
engaged them.
Units that are able to fire may do so once
per Battle Turn, in any order desired. To fire
a unit, reveal it, and roll as many dice as its
current strength. A hit is scored for each
die roll equal to or lower than the unit’s
EXAMPLES: For F1, every "1" thrown
scores one hit. For F2, every "1 or 2"
thrown scores one hit. For F3, every "1, 2,
or 3" thrown scores one hit.
Units with modified firepower FØ cannot
fire, but can take hits.
6.61 Firepower
• LEADER firepower reflects their
aggressiveness. They fight normally in
battles or skirmishes, even if alone.
• INFANTRY generally fire at F2. They can
also melee (6.64) at F3.
• GARRISONS fire at F1.
• CAVALRY fire at F1.
• ARTILLERY: Have two ranges, long
(unengaged) and short (engaged). Long
range allows guns to fire at F1 into enemy
units in the opposing battle position, but
they cannot fire into an engaged position,
nor fire long range if they are engaged.
Enemy units cannot be eliminated by
long-range fire; instead, they must
immediately redeploy to the Reserve.
Short range (firing at engaging enemy
units) gives F3 for the first fire, and F1 for
all subsequent fires. Elimination of enemy
units is possible at short range.
IMPORTANT: Artillery units that move to
engage only fire at F1.
6.62 Counter-Battery
Unengaged artillery units may, if desired,
target revealed enemy artillery units at long
range and may themselves be targeted if
engaged by enemy units. When targeting,
a unit fires at a specific artillery unit; all
hits apply to the target, but surplus hits are
6.63 Battle Losses
For every "hit" scored, an engaged (or
targeted) enemy unit is immediately reduced
1-Step. Each hit is applied separately to the
strongest enemy unit in that battle position,
© 2014 Columbia Games Inc.
regardless of type; the owner may choose
which of several equal-strength units takes
a loss. When a cadre (1-Step unit) takes
a hit it is eliminated and moved to your
Replacement Pool.
EXCEPTION: Long Range Artillery Fire
does not eliminate. Instead, the hit forces
a unit to Redeploy to the reserve.
6.64 Melee
Engaged infantry, whether Attacking or
Defending, have the option to Melee instead
of firing. A player can Melee with some
infantry units, and Fire with others. Units
that Melee have +1 combat (F2=F3) but lose
one step on each roll of "6", reflecting the
simultaneous casualties of close combat.
Units are Disrupted when they Retreat from a
battle or Regroup to ensure that they cannot
reinforce battles still to be fought this Player
Turn. Units recover from Disruption when the
current Player Turn ends.
Melee Example
CSA Turn: Infantry 4 and Infantry 4 could fire
at F2, but decide to melee at F3. CSA roll
1:1:2:3:4:4:5:6 getting 4 hits and lose 1-Step
for the "6". USA unit is eliminated and one CSA
unit is reduced to strength 3.
6.65 Fortress Battles
Fortress battles have special rules:
• SKIRMISH: Defending units have Double
Defense (see below). After one exchange
of fire, defender firing first, the Attacker
must Retreat unless the Defender is
• BATTLES: Both players deploy only in
the Center and Reserve, and resolve
the battle without reference to Flanks
or Outflanking. Entrenchments are
prohibited for the Defender, but the
Attacker may dig them normally.
Defending units have +1 Morale. Melee is
not allowed from or against the fortress.
Fortress Double Defense
The USA initiates a battle for Richmond. The
CSA could remain on defense and get double
defense, but elects to go on offense and
engage the USA units in their battleline, hoping
to defeat them before they can reinforce in
strength. In doing so, however, they lose their
double defense advantage. The CSA units can
still disengage to their own line during the battle
and again obtain double defense.
• DOUBLE DEFENSE: For units defending
a fortress, a 1-step loss requires two
(2) hits. A one-eighth rotation of a unit
indicates a “half-hit” taken, and the next
hit must be taken on that unit. A half-hit
carries over throughout a day of battle,
but is recovered at Night. The fire of
units with a "half-hit" is not reduced.
6.66 Forest Battles
Battles fought in Forest hexes are fought
with three Positions normally, except
Infantry firing in their own battleline
(Attacker or Defender) have +1 (F2=F3).
In addition, Artillery cannot fire long
range. With Skirmish in a forest, defending
infantry are +1 fire.
Units in a forest battle
can melee (6.64) normally.
Melee and Forest bonuses are
cumulative. This means Infantry
in its own battleline melee at
+2 (F2=F4).
Units in a forest battle
may dig Entrenchments (6.9)
3" Ordinance Rifle
Version 3.1
Bobby Lee
As the last step in a Battle Turn, non‘62 Both sides have three (3) units
disrupted units in adjacent hexes (but not
that are used to represent
other pending battle hexes) can be brought
entrenched positions in battles.
into a battle as reinforcements. They enter
There is one entrenchment for
the friendly Reserve and are available for use
each year, 1862, 1863, and
in the next friendly Battle Turn like any other 1864. This means that no entrenchments can
Reserve units.
be used in 1861, one in 1862, two in 1863,
and all three in 1864 or later. This simulates
6.71 Reinforcement Limits
the gradual escalation of entrenchments
A player may reinforce a battle with as
during the war.
many adjacent units as he can get into the
The Defender in any battle may deploy
Battle Hex, subject to Reinforcement Limits
available entrenchments while
(Terrain Effects Table).
deploying for battle. They are deployed faceReinforcements are not allowed through
up in desired friendly-occupied position(s).
impassable hexsides such as Mountains or
The Attacker may not deploy
Rivers, except at Fords/Bridges, including
until the first Night Turn,
pontoon bridges (5.41). Gap and Marsh
when both players may deploy them in
hexsides become impassable in Mud.
friendly-occupied positions. Deployed
entrenchments cannot be moved.
6.72 Victorious Units
Units of the victorious player in a battle,
• Units firing on entrenched units are –1
excluding those that Regrouped, may
strength, meaning they roll one less
reinforce another battle in an adjacent hex at
die per unit. This applies to engaged
normal day or night hexside limits.
units and long range artillery. Units at
strength 1 cannot fire.
A day of battle involves four (4) pairs of
alternating Battle Turns (Dawn, Morning,
Afternoon, and Dusk) followed by a Night
Turn for each side.
6.81 Night Turns
When a night turn arrives, players must
disengage to their own Battleline. The
Attacker, who has the first night turn, now
has two basic choices:
•Retreat any/all units from the battle with
double hexside limits, or
•Reveal a Leader within Command Range
of the battle to supply another day of
• Outflank Roll is +1 against entrenched
units. If successful, combat is still -1
• Units defending entrenchments have
+1 morale.
• Entrenchments can be placed in forest
• Players attacking or defending
Entrenchments can melee.
NOTE: entrenchments can be reused in
different battles of the same Player Turn.
They can never be used in a Skirmish.
If the Attacker continues the fight, the
Defender must then reveal a leader for a
second day of fighting OR conduct a Night
Retreat with double hexside limits.
• Fight battles on your terms. Try to have some
future battle sites in mind and seek to have
maximum reinforcements available for them.
• It is tempting to get all your units in a battle
engaged with the enemy. However, you should
try to keep some reserves when possible. They
give the flexibility to stave off defeat and the
power to mass against the weakest enemy
position for a breakthrough.
• Seek to engage two enemy positions with the
minimum necessary strength to engage that
position and then try to destroy the remaining
position with overwhelming strength. This
works best if the enemy has ‘committed’ his
reserve and has few, if any, reinforcements
available to shore up the position you hope
to rout.
• Cavalry are much too valuable for campaign
maneuver to be wasted in battles where they
fight poorly. Keep them in Reserve unless
• The destructive fire of massed-guns can be
decisive. However, this destructive potential
may cause the enemy to charge your guns.
Unless you have sufficient infantry to beat off
such an attack it is wiser to divide your guns
between two or three positions.
•.Keeping artillery in the Reserve is risky. If they
move from the Reserve to engage in their own
battleline, they do NOT get F3 firepower in
their first turn. Artillery should be deployed in
their own battleline at the start of the battle,
unless you plan to retreat early.
• If you have any doubt about winning a battle,
an early retreat must be considered. Retreating
while engaged is costly; try to retreat while
unengaged or from the Reserve. Retreating at
night is often the best option if you can hold
the line until then.
• The consequences of a rout can be harsh.
Routed units each lose one (1) step, and may
then be scattered or eliminated if available
retreat hexsides are limited. It may take
considerable time to reform a scattered army,
especially with an aggressive enemy army in
Units of either side that must retreat (no
leader step) but cannot because of hexside
limits are eliminated.
If both players have revealed an active
Battle Leader (must be 2-step or higher) both
players (Attacker first) may add available
reinforcements subject to double hexside
limits, and both leaders are reduced one
(1) step. A new day of battle is then fought
starting with the Attacker's Dawn Battle Turn.
NOTE: Supreme Leaders can be Battle
Leaders if located IN the Battle Hex.
© 2014 Columbia Games Inc.
Version 3.1
Bobby Lee
Players automatically control railroads in
Home Territory (unless the enemy controls
them). The CSA can never move or supply
along railroads in Northern Home Territory,
including the B&O rail hexes between
Cumberland and Harper's Ferry.
The USA may move and supply along CSA
railroads that are controlled. A unit controls
the rail hex it occupies, but need not occupy
every rail hex, just every second rail hex. The
vacant rail hex between two USA units is
USA controlled. Other adjacent hexes are not
EXCEPTION: USA must always physically
occupy a major town to maintain a supply
line through that hex. For example, if
the USA occupied Aquia Landing and
Bowling Green, the intervening rail hex
of Fredericksburg (major town) is not
controlled unless it is friendly-occupied.
A rail supply line is cut by a gap in
controlled hexes, and (of course) by an
enemy unit blocking the railroad.
Each side has Rail Entry hexes, labeled
with a blue (USA) or red (CSA) supply symbol
to indicate their initial control. These are
Supply Sources to which a rail supply line
is traced. These hexes can also be used to
deploy new cadres entering play, maximum
of one unit per hex.
A Rail Move consists of moving one unit
any distance along controlled railroads, and
costs one Strategic Move (5.4).
Major rivers are navigable by Sea
Movement to the highest upstream port,
referred to as the Head of Navigation:
River: Head of Navigation
Rappahannock: Port Royal
York: West Point
James: Bermuda Hundred
Susquehanna: Harrisburg
A Sea Move is a move of one unit from
one friendly port to another friendly port.
One Sea Move costs one Strategic Move. A
unit can not combine a Sea Move with any
other type of movement in the same turn.
IMPORTANT: A unit can never Sea Move
past an enemy port, even if vacant.
Only USA infantry can make Sea Invasions,
defined as a Sea Move from a friendly port
to an enemy port, even if vacant. Invasions
expend two (2) Strategic Moves per invading
unit. Invasion battles cannot be reinforced by
sea movement.
Invasions may not be combined with a
land attack into the same hex, but they can
reinforce an adjacent battle normally.
IMPORTANT: All opposed Sea Invasions
are skirmishes, because a maximum of two
units can sea invade.
8.41 Sea Retreats
Only invasion units can retreat by sea.
They retreat to the port they came from,
minus 1-Step per unit.
To make a rail move, a unit must begin,
travel along, and end its move on controlled
railroads. Units may never rail into or through
uncontrolled rail hexes, nor can they attack
by Rail Movement.
At the end of each Quarter, players
simultaneously execute a Supply Turn. Follow
these steps in the order given. A victory (4.0)
is declared immediately at the end of each
step if applicable.
Rail movement off-board is prohibited.
• Supply: Determine Supply status of all
friendly units. See 9.3 for supply attrition.
The USA had sea supremacy throughout
the Civil War. The USA player can use sea
movement and supply between two friendly
ports, including river ports. Sea Supply is
ultimately traced to a major port. The CSA
player cannot move (or supply) by sea.
© 2014 Columbia Games Inc.
All major railroads of the period are
shown. Railroads were largely absent in the
Tidelands where deep rivers offered cheap
water transport. This proved to be a major
problem for both armies, but especially for
the Confederacy because of Union naval
RR Control Example
USA occupy Alexandria, Manassas Junction,
and Culpeper. Centreville and Warrenton
are USA controlled, but Gainesville is not. The
USA must occupy Salem to control Gainesville.
Controlled but vacant RR hexes like Warrenton
are friendly to the controlling player for all
purposes. Enemy rail movement or supply into
or through that hex is prohibited, but enemy
land movement is still possible.
Baltimore & Ohio RR
The B&O railroad from Cumberland to Harper's
Ferry is friendly to the USA unless cut by a CSA
River Batteries
Each port location had a CSA shore battery
opposing sea movement. Civil War generals
would not risk sending unarmored troop ships
past these batteries.
Sea Movement Example 1
Aquia Landing, unless USA-occupied, prevents
USA sea movement from Washington to Fort
Monroe via the Potomac River. USA could,
however, conduct a Sea Invasion into Aquia
Sea Movement Example 2
USA player controls Fort Monroe which is
downriver of Norfolk. USA could Sea Attack
Norfolk, but no further upriver.
Design Note
Players cannot Sea Invade non-port hexes. The
absence of a port assumes swampy or rocky
shore, unsuitable for marine landings of this
unit size.
• Town VP: Check that all Town VP have
been awarded.
• Time VP: CSA gains 1vp.
• Replacements: Expend RP to build and
deploy new units and add steps to existing
units in supply. See 9.5.
• Leader Change: Each player makes a
leader roll. See (5.2).
• Draft: Conduct a Draft if desired, USA
then CSA. See 4.5.
Version 3.1
Bobby Lee
NOTE: the Supply Turn is simultaneous
so that players cannot pay full attention
to their opponent’s replacement strategy.
However, if a conflict arises as to which
player performs an action last, the CSA
player always has this right.
9.11 Rail Entry Hexes
Friendly Rail Entry hexes (7.2) in Home
Territory are Supply Sources.
9.12 Major Ports
During the Supply Turn, all unsupplied
units, except those with Leader Supply (9.31)
are reduced 1-step, elimination possible.
9.31 Leader Supply
A Leader can provide supply to all
unsupplied units within its command range.
Reveal the Leader and reduce it 1-Step to
negate supply attrition for all friendly units
within command range.
NOTE: unsupplied leaders can provide
Leader Supply. Leaders at 1-step cannot
provide HQ supply.
Two major ports (Baltimore and Fort
Monroe) are Sea Supply sources for the USA,
even if isolated from rail supply. Sea Supply
can originate from either port.
One or two units can exist without a
Supply Line depending on terrain and season,
but only in Home Territory (2.71).
A hex is supplied when it is on or adjacent
to a friendly Supply Line. A friendly supply
line requires a continuous link to a friendly
Supply Source. Rail, Road, and Sea Supply
lines may link to form a continuous Supply
Line, except the CSA can never trace supply
north of the Potomac River. A chain of units
Each player receives a specified number of
is not inherently a Supply Line. Adjacency
Replacement Points (RP) each Quarter. These
cannot be traced through impassable
vary by year, and by the current location
of the Victory Marker. Any unspent RP are
Rail Supply exists to units on or adjacent forfeit – use ‘em or lose ‘em.
to a friendly railroad hex, via friendly
EXAMPLE: In 1862 Supply Turns, CSA
rail hexes back to a Rail Entry hex or
has 15rp and USA has 24rp. If the Victory
Major Port.
marker is located on the space "1864", the
Road Supply is controlled just like Rail
CSA would have +2rp for a total of 17rp.
Supply (occupy every other hex) and
can be interdicted in the same manner. 9.51 Replacement Steps
Generally, each step costs 1rp, except
Sea Supply exists from a Major Port to
Leader steps cost 2rp. Steps can be added to
friendly ports provided enemy ports
any existing units in supply, with a maximum
(even if vacant) are not bypassed.
of 4rp per hex per Supply Turn. The USA limit
EXAMPLE: The USA has units in
increases to 6rp in a sea-supplied port.
Fair Oaks, White House, West Point,
IMPORTANT: Supreme Leaders cost 3rp
Williamsburg, and Yorktown.
per step when NOT located in their capital
The units in Fair Oaks and White House
(Washington for Lincoln and Richmond for
can trace a rail supply line to West Point,
Davis). NOTE: This means that Grant costs
then by Sea Supply to Fort Monroe or
3rp per step if not in Washington.
Baltimore, but only because Yorktown is
9.52 New Cadres
USA-occupied. If Yorktown is re-captured
Except for Garrisons, new unit cadres
by the CSA (or even if left vacant by the
double RP. Cadres must be deployed in
USA), then the sea supply line to West
supplied, home, major towns, or Rail Entry
Point is cut and all units tracing to this
hexes, maximum of one (1) unit per location.
town are subject to Supply Attrition in the
The USA may deploy a cadre in Fort Monroe
upcoming Supply Turn.
and Harper's Ferry, but not in Moorefield
The unit in Williamsburg is supplied
(no supply). Steps may NOT be added to
because it is adjacent to Yorktown.
cadres until the next Supply Phase.
However, Williamsburg is not itself a link
If a Supreme Leader is killed in battle
in the supply line. Hence, there is NO
(5.21), cost to replace is 4rp in the capital,
supply line beyond Williamsburg, such as
but 6rp if deployed elsewhere.
Sea Supply to Suffolk.
© 2014 Columbia Games Inc.
Artillery, 3.65, 6.61
Attack Limits, 5.32
Baltimore, 9.12
Battles, 6.0
Battle Deployment, 6.2
Battle Fires, 6.6
Battle Moves, 6.5
Battle Time (Days), 6.8
Battle Turns, 6.3
Cadres, 9.52
Cavalry, 3.64, 6.1, 6.61
Cities, See Towns
Counter-Battery, 6.62
Deployment, 4.2, 4.6
Disengage, 6.5
Disruption, 6.35
Double Defense, 6.65
Drafting, 4.5
Emancipation, 4.4
Engage, 6.5
Entrenchments, 3.66, 6.9
Fort Monroe, 2.31, 2.32, 8.3, 9.12, 9.52
Firepower, 6.61
Forage, 9.4
Force Marches, 5.34
Forest, 2.2, 6.66, 9.4
Fortress, 2.31, 6.65
Gaps, 2.2
Garrisons, 3.63, 6.61
Grant. General, 5.22
Hex Control, 2.7
Hits, 3.4, 6.63
Infantry, 3.62, 6.61
Initiative, 1.1
Leaders, 3.61, 5.1, 5.2, 6.61, 6.8, 9.52
Map, 2.0
Marsh, 2.2, 9.4
Melee Combat, 6.64
Morale, 6.4
Movement, 5.0
Night Turn, 6.81
Outflank, 6.5
Pass Turn, 1.2
Player Turn, 1.2
Ports, 2.32, 9.12
Railroads, 2.4, 7.0, 9.1, 9.2
Regrouping, 6.34
Reinforcements, 6.7
Replacements (RP), 1.4, 9.5
Retreats, 6.3, 8.41
Rivers, 2.2, 5.41, 8.2
Roads, 2.6, 9.52
Routs, 6.33
Seas, 2.2, 8.0, 9.2
Skirmishes. 6.1
Speed, 3.51
Stacking, 5.31
Step Reduction, 3.4
Strategic Movement, 5.4
Supply Turn, 9.0,
Supreme Leaders, 3.61, 5.4, 9.52
Terrain, 2.2
Towns, 2.3, 2.7, 4.31
Units, 3.0
Victory, 4.0
West Virginia, 2.71
Version 3.1
Bobby Lee
Bid for 1st Player Turn:
1st Player must honor bid;
2nd Player need not
• Optional Weather Roll
• Activate Leaders (or Pass)
• Move Units in Command
• Deactivate and Move Leaders
Resolve all skirmishes, one by
one, in sequence chosen by the
Attacker. Each skirmish is one
exchange of fire, defender firing
first. Player with the least units
must then retreat. Attacker
retreats if equal.
Resolve all battles, one by one, in
sequence chosen by the Attacker.
Each battle is resolved by a
sequence of alternate Battle Turns
starting with Attacker Dawn.
Battle Turn
• Retreats
• Morale Checks
• Combat (Move or Fire)
• Reinforcements
Repeat Battle Turns until one
player retreats or is eliminated
Repeat 1st Player Turn. Alternate
Player Turns are repeated until two
consecutive Passes.
Simultaneous Supply Turn
• Supply Check
• Town VP
• Time VP
• Leader Change
• Replacements
• Emancipation/Draft
© 2014 Columbia Games Inc.
F3 in Melee
F3 first fire only, then F1
No Effect
Inf +1
Arty –1
Inf +1
Arty –1
(if vacant)
Other Terrain
Other Terrain
Impassable, except at Bridge/Ford, or by Pontoon Bridge (5.41)
Impassable, except at Gap
1 Cadre
2 Cadres
One extra hex but -1
step for stragglers
One extra hex with no
–1 Rough Terrain –1 Artillery –1 Mud
+1 Cavalry Modifiers are cumulative
Cadres deploy normally (see 9.52)
1vp is awarded to the opponent
Version 3.1
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF