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Dress on the Colors // Complete Core Rules & Field Manual (v0.2 Playtest)
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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." β€” General Ulysses S. Grant, 1864


1.0 Design Philosophy & Core Principles

  • 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.

  • 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.

  • 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.

  • 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 & Tactical Ratio
Ground Scale 1 inch = 25–30 yards 1 mm β‰ˆ 1 yard
Time Scale 1 Game Turn = 10–15 minutes 6–8 Game Turns per standard battle
Vertical Scale 1 Contour Level = 15–20 feet Provides height advantage and blocks LOS
Figure Scale 15mm miniatures 1:100 / 1:120 miniature standard
Unit Ratio 1 Stand = 60–75 men Deployed in historical two-rank battle lines
Artillery Ratio 1 Gun Stand = 2 real cannons 2-gun Section (tactical) or 4–6 gun Battery (grand)

Stand & Figure 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).

Table Space & Battlefield Footprint

  • 4Γ—4 ft Table (48" Γ— 48") β€” Vanguard Actions: Represents ~1,200 Γ— 1,200 yards. Ideal for single-brigade clashes, vanguard scenarios, and 2-player introductory games (6–8 regiments per side).
  • 4Γ—6 ft Table (48" Γ— 72") β€” Standard Battle: Represents ~1,200 Γ— 1,800 yards. The standard tournament and club format for 2–4 players commanding 2 reinforced brigades or a division per side (10–16 regiments per side).
  • 4Γ—8 ft Table (48" Γ— 96") β€” Grand Tactical Clash: Represents ~1,200 Γ— 2,400 yards. Designed for multi-brigade corps battles, multiplayer club campaigns, and historical engagements (20–30+ regiments per side).

3.0 Basing Specifications (15mm Standard)

  • Standard Base Dimensions: The physical footprint size of the base is the critical geometric component for the rules. While 15mm miniatures are standard, smaller scales (10mm or 6mm) work seamlessly on the same stands. Figures are permanently mounted on thin cardboard, plywood, plastic, or metal stands.
  • Stand Compatibility: Collections based for Regimental Fire & Fury, Johnny Reb III, or Pickett's Charge (standard 1-inch wide bases) may be used directly without any rebasing.
  • 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

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 Fielded Tabletop Frontage Historical Strength
Small Regiment 3–4 stands 3.0" – 4.0" 180 – 260 Men
Standard Regiment 5–6 stands 5.0" – 6.0" 300 – 450 Men
Large Regiment 7–8 stands 7.0" – 8.0" 500 – 600 Men

Stand Limits & Cohesion Thresholds

  • Minimum Size (Shatter Threshold): 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: No single tactical unit may exceed a physical footprint of 10 stands (10.0" frontage) on the tabletop.

The Wing System (Oversized Regiments: 11+ Stands)

If a scenario's historical order of battle dictates a regiment of 11 or more stands (e.g., the 840-man 26th North Carolina at Gettysburg), 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 divides into two 6-stand units: "Right Wing" and "Left Wing").
  • Deployment & Proximity: Both wings must deploy side-by-side at the start of the battle to reflect regimental cohesion. Once the battle begins, they are not strictly required to maintain physical contact and may maneuver independently.
  • Command & Independence: Each wing operates as an independent tactical unit for movement, firing, and wheeling, simulating the historical friction of managing a massive formation under fire.
  • The Colors: Only one wing (traditionally the Right Wing) carries the official regimental Color Stand. The Left Wing designates a standard stand as its center point for ranges and line of sight.
  • Morale: For Brigade Morale and shatter limits, the two wings are counted as two separate regiments.

Regimental Health Profiles

The fighting efficiency of a regiment is governed by its remaining stand percentage:

Health State Remaining Stands Combat Effectiveness & Modifiers
Fresh State > 75% of starting stands +1 to Melee rolls; high staying power and peak morale.
Worn State 35% – 75% of starting stands Standard combat values; no bonuses or penalties.
Spent State < 35% of starting stands -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 β‰ˆ (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.

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 units on the board is an exact 1:1 match for historical battle frontages:

Scale Perspective Frontage (Width) Depth (Thickness) Scale Ratio Impact
Historical Reality 140 Yards 2 Yards Razor-thin two-rank line
Tabletop (15mm Bases) 5.0 Inches (~140 Yards) 0.75" – 1.0" (~25 Yards) 10Γ— Artificial Exaggeration

The Depth Distortion Dilemma

While tabletop width is historically accurate, the physical depth of a miniature stand (0.75"–1.0") scales up to 20–25 yards of ground depth. In reality, a two-rank line was only 2 yards deep. Because physical stands are roughly 10 times thicker than real Civil War battle lines, the rules enforce three mandatory geometric principles to prevent exploit of this artificial bulk:

Rules Compensating for Depth Distortion

  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 across the front edge of your regiment:

  3. If more than 50% of an attacking unit's stands (or its physical center) begins its turn behind this imaginary line, they are in your Flank Zone and qualify for a flank attack.

  4. 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.

  5. 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 charging from the Frontal Zone, 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 (6Γ—10 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 4Γ—6 ft tabletop comfortably hosts 4 full brigades (16–20 regiments plus artillery). This allows players to command realistic division-scale operationsβ€”complete with reserves, cavalry flanking screens, and coordinated counter-attacksβ€”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." β€” General William T. Sherman, 1865


1.0 The Game Turn Overview

"Dress on the Colors" uses a structured I-Go-You-Go (IGOUGO) turn framework designed for rapid multiplayer pacing. Crucially, the non-active player is never passive: five dedicated Defensive Reaction Windows allow the defender to return fire, brace, evade, or counter-charge during the opponent's phase.

Each game turn proceeds through five distinct phases:

Phase Designation Side Acting Key Tactical Actions
Phase 1 Staff & Command Simultaneous Roll Staff Pips, check Brigade Fatigue thresholds, reserve reaction pips.
Phase 2 Maneuver & Assault Active Side Free standard maneuvers, Pip special orders (Assault / Double-Quick); Defender reactions.
Phase 3 Ranged Combat Active Side Stationary units deliver musketry and artillery fire; Gunsmoke is placed.
Phase 4 Assault Resolution Simultaneous Engaged units resolve Opposed Shock melee; losers retreat Disordered.
Phase 5 Status & Clean-Up Joint Dissipate smoke, attempt rally checks, swap Active/Reactive roles.

2.0 Phase 1: Staff & Command Phase (Simultaneous)

  • Step 1.1: Staff Pip Generation: Both players simultaneously roll for their Brigadier Generals' Staff Pips based on command ratings:

  • Aggressive: 1D3 + 1 Pips

  • Reliable: 1D3 Pips
  • Timid: 1D3 Γ· 2 Pips (rounded up)

  • Step 1.2: Brigade Fatigue Check: Assess total cumulative brigade losses against breakpoint thresholds:

  • Hesitant Threshold (30% Losses): -1 penalty to all command and discipline rolls.

  • Broken / Shattered Threshold (50% Losses): The brigade falters and begins retreat.

  • Step 1.3: Pip Reservation & Rallying: Players may expend pips to automatically rally disordered regiments (1 Pip per marker) or reserve up to 1 Pip to fund Defensive Reactions during the opponent's upcoming turn.


3.0 Phase 2: Active Maneuver & Assault Phase (Active Side)

  • Step 2.1: Free Standard Maneuvers: Units in command move freely at basic formation speeds without spending Staff Pips:

  • Line of Battle: 6.0 inches

  • Assault Column: 8.0 inches
  • Road Column: 10.0 / 12.0 inches (Units moving freely cannot enter base-to-base assault contact).

  • Reaction Window A (Maneuver Interdiction): As active units maneuver, the Reactive player may trigger Opportunity Fire against crossing units or declare Skirmish Evades.

  • Step 2.2: Special Orders (Staff Pip Spends): The Active player spends Staff Pips for aggressive tactical exertion:

  • Assault Orders: Charge into base-to-base contact (Double-Quick 9.0" infantry / 12.0" cavalry).

  • Double-Time Maneuver: +3.0" non-charging advance.
  • Cavalry Remounting: Transition dismounted cavalry back into saddle.

  • Reaction Window B (The 4.0-Inch Line): When an assaulting enemy crosses within 4.0 inches of a formed defending unit, the defender may trigger a point-blank Closing Defensive Volley or declare a Counter-Charge.


4.0 Phase 3: Active Ranged Combat Phase (Active Side)

  • Step 3.1: Firing Eligibility & Target Selection: Active regiments and artillery that held position (stationary in Phase 2) may fire. Units must target the nearest unengaged enemy within their 45Β° forward firing arc.

  • Step 3.2: Dice Pools & Suppression: Roll 1D6 per firing infantry stand (plus artillery dice). Natural 6s trigger immediate Shock/Disorder tests on the target formation.

  • Step 3.3: Cover Saves & Casualties: The defender rolls Cover Saves (Open 6+, Light Cover 5+, Heavy Cover 4+). Every 2 unsaved hits permanently removes 1 physical stand from the formation.

  • Step 3.4: Gunsmoke Placement: Place a Gunsmoke Marker touching the center-front base edge of all regiments and batteries that discharged firearms this phase.


5.0 Phase 4: Assault & Melee Resolution Phase (Simultaneous)

  • Step 4.1: Close Combat Engagement: All units in physical base-to-base contact resolve hand-to-hand shock combat simultaneously.

  • Step 4.2: Opposed Melee Rolls: Both sides roll 1D6 and calculate:

    Final Shock Score = 1D6 + Engaged Stands + Tactical Modifiers

  • Step 4.3: Combat Resolution & Retreats:

  • Victor: Holds the ground and may execute a free 2.0" consolidation pivot or advance.
  • Defeated Unit: Suffers 1 mandatory stand loss, receives a Disorder Marker, and retreats 6.0 inches directly to the rear.

6.0 Phase 5: Status, Smoke & Clean-up Phase (Joint)

  • Step 5.1: Smoke Dissipation: Remove Gunsmoke Markers from units that moved, fought in melee, or held fire this turn.

  • Step 5.2: Rallying Disordered Lines: Disordered regiments may attempt a Natural Rally Check (Veteran 3+, Regular 4+, Green 5+). Alternatively, a Brigadier may spend unspent Pips to auto-rally units.

  • Step 5.3: End of Turn: Both players swap Active and Reactive roles. Advance the Turn Counter marker.

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." β€” President Abraham Lincoln, 1862


1.0 The Command Structure & Brigadier Ratings

  • 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.

  • Brigadier Leadership Profiles: Every Brigadier is categorized by a historical command rating reflecting their tactical initiative, staff competence, and aggressiveness:

Leadership Profile Historical Examples & Doctrinal Style 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 Γ· 2 (Round Up) (1–2 Pips)
  • 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.

  • 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 concentrated assault. Any other unspent pips are lost.


2.0 Command Radius & Out-of-Command Status

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:

Command Tier Operational Distance Delivery Method Pip Cost Tactical Impact & Maneuver Limits
Tier 1 0 – 6.0" Bugle / Voice Commands 1 Pip Orders heard over the roar of battle. Impassable terrain does not block this range.
Tier 2 6.0" – 12.0" Standard Mounted Courier 1 Pip Path must trace around impassable obstacles (rivers, cliffs) via bridges or fords.
Tier 3 12.0" – 24.0" Distant Courier 2 Pips (Double) Outside standard command bubble. Regiments suffer Out-of-Command inertia restrictions.
Tier 4 > 24.0" Out of Communication Prohibited Cut off completely. Cannot receive Staff Pips for assaults, double-time, or auto-rallying.

Out-of-Command Restrictions (The Inertia Rule)

Any regiment located beyond the 12.0" Command Radius is Out of Command. Because they lack immediate supervision, their free standard maneuvers are severely restricted to one of three choices:

  1. Inertia: Move straight ahead in their current formation at standard speed.
  2. Local Threat: Wheel up to 45Β° to face a visible enemy formation.
  3. Guide on the Colors: Execute wheels and movement directly toward their Brigadier General to re-establish command (cannot enter base contact with enemy; halts 2.0" away).
  4. Morale Penalty: Out-of-Command units suffer a mandatory -1 penalty to all Discipline Checks.

Attached Leaders

A Brigadier may physically attach to an infantry regiment by moving into base contact with its center Color Stand:

  • Tactical Benefits: Grants +1 to Melee rolls, +1 to all Discipline Checks, and allows the attached regiment to ignore Out-of-Command penalties if the brigade is dispersed.
  • Command Risks: If the attached unit loses a stand in melee or takes a shooting hit rolled with a natural 6, the player must immediately roll on the Leader Casualty Table.

3.0 The Staff Pip Menu: Standard vs. Special Orders

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:

  • Advance at standard formation speed.
  • Perform one 45Β° wheel during movement.
  • Execute a standard formation change (e.g., Line of Battle to Assault Column).
  • Hold Position & Fire: Stationary in Phase 2; eligible to deliver fire in Phase 3.
  • Limber or Unlimber an artillery battery.

Special Staff Pip Tasks

Staff Pips are spent during specific phases to push units beyond standard limits:

Special Order Timing Pip Cost Tactical Effect
Regimental Assault Phase 2 1 Pip Authorizes one formed regiment to declare a charge at Double-Quick speed (9.0") into contact.
"Dress on the Colors" Assault Phase 2 2 Pips Authorizes multiple contiguous regiments to charge simultaneously (within 1.0" lateral alignment).
Double-Time Advance Phase 2 1 Pip Adds +3.0" to an advancing infantry regiment in Line or Column (non-charging).
Rally Line Phase 1 or 5 1 Pip (2 if >12") Immediately removes 1 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 fire against a single target stand.
Reserve for Reaction Phase 1 1 Pip Banks 1 pip to fund a defensive reaction (Refuse Flank or Counter-Charge) during the enemy turn.

4.0 Formations & Tactical Dispositions

Formation Frontage (5 Stands) Depth Firepower Movement Speed Primary Tactical Role
Line of Battle 5.0" 0.75"–1.0" Full Pool (5 Dice) 6.0" Maximum frontal firepower; defensive defense.
Assault Column 2.0" 2.25"–3.0" Front Rank (2 Dice) 8.0" Shock punch (+1 Melee); vulnerable to artillery (-1 Save).
Road / March Column 1.0" 3.75"–5.0" Prohibited (0) 10.0" Open / 12.0" Road Rapid transit along roads; extreme vulnerability if attacked (-2 Save).

Formation Details & Rules

Line of Battle

  • Configuration: All stands deployed side-by-side in a single rank. Color Stand must occupy the exact center.
  • Capabilities: Maximizes frontal musketry firepower. Every stand in the front line contributes to the Phase 3 shooting pool.
  • Limitations: Base speed 6.0"; wheels restricted to 45Β° maximum per move; -2.0" penalty when traversing rough ground or woods.

Assault Column (Column of Companies)

  • Configuration: Formed 2 stands wide and 2–4 stands deep. Color Stand is placed in the second rank.
  • Capabilities: Accelerated speed (8.0"); receives +1 to Opposed Melee Rolls on the turn it charges; wheels up to 90Β° at start of move.
  • Limitations: Only the 2 front-rank stands may fire; suffers -1 penalty to cover saves against all artillery fire.

Road / March Column

  • Configuration: Formed 1 stand wide in single file.
  • Capabilities: High-speed transit (12.0" on roads); crosses narrow bridges and defiles without penalty.
  • Limitations: Cannot fire musketry; cannot declare assaults; suffers -2 penalty to Morale/Cover Saves if targeted or charged.

Skirmish Screens

  • Deployment: Any formed infantry regiment with 4 or more stands may detach 1 stand 2.0"–3.0" ahead as a skirmish screen (costs half movement allowance).
  • Screening Effect: Incoming fire through the screen suffers a -1 to-hit penalty. The first unsaved casualty is absorbed by the skirmish stand.
  • Screen Recall: A skirmish stand may be recalled into the parent line during Phase 2 for free if the parent unit remains stationary.

Artillery Formations

  • Unlimbered (Action Front): Gun trails unhooked and barrels facing enemy. Stationary except by hand prolonge (2.0" max). Fires at full effect in Phase 3.
  • Limbered (Transport): Hitched to limbers. Moves 8.0" open / 12.0" on roads. Cannot fire while limbered. Limbering or unlimbering consumes the entire movement phase.

5.0 Movement Rates, Maneuver Rules & Geometry

Master Movement Rates Table

Unit Type & Formation Open Ground Woods / Rough Road / Trail Obstacle Crossing Charge / Assault Speed
Infantry Line of Battle 6.0" 4.0" 6.0" -2.0" 9.0" (Double-Quick)
Infantry Assault Column 8.0" 5.0" 9.0" -2.0" 9.0" (Double-Quick)
Infantry Road Column 10.0" 6.0" 12.0" -1.0" Prohibited
Mounted Cavalry (Line) 9.0" 5.0" 14.0" -3.0" 12.0"
Artillery (Limbered) 8.0" 3.0" 12.0" -4.0" Prohibited
Artillery (Prolonge / Hand) 2.0" 0.0" 2.0" Impassable Prohibited
Brigadier General (Mounted) 12.0" 8.0" 16.0" Free Follows attached unit

Maneuver Mechanics

  • Wheeling in Line: Pivots using either flank stand as the anchor. Sweeping flank may travel up to 45Β°. Outer wheel distance is deducted from movement allowance.
  • Pivoting on Center: Pivot on center Color Stand up to 45Β° by expending half movement allowance (3.0").
  • Assault Column Wheeling: Columns execute pivots up to 90Β° at start of move with zero distance deduction.
  • Formation Changes: Line to Column (or vice versa) costs half movement (3.0"); Road Column to Line of Battle costs full movement.
  • Passage of Lines: A formed line may pass through a friendly formed line if movement clears completely. Both units roll a Discipline Check (4+); failure inflicts a Disorder Marker.
  • Retrograde Moves: Falling back straight to the rear (facing enemy) allows up to 3.0" without disorder or loss of shooting. Full about-face uses full move but prevents Phase 3 fire.

6.0 Example of Play: Command & Movement Resolution

Tactical Situation

  • Brigade: 2nd Brigade, Army of Northern Virginia (Brig. Gen. Lawrence Branch β€” Reliable rating).
  • Available Units:
  • 7th North Carolina: 5 stands, Line of Battle, within 6.0" of Branch (Tier 1 Command).
  • 18th North Carolina: 5 stands, Line of Battle, within 8.0" of Branch (Tier 2 Command).
  • 37th North Carolina: 4 stands, Road Column on a trail, 14.0" away from Branch (Tier 3: Out of Command).

Step-by-Step Resolution

  1. Phase 1: Command Roll: Brigadier Branch rolls 1D3 for his Reliable rating. Roll is a 2, generating 2 Staff Pips. Branch places a D6 showing '2' behind his command base.
  2. Phase 2: Pip Allocation:
  3. 7th North Carolina (In Command): Branch spends 1 Staff Pip for Double-Time. The 7th NC advances its 6.0" base speed plus 3.0" bonus, reaching a defensive stone wall at 9.0" total distance.
  4. 18th North Carolina (In Command): Branch spends his second Staff Pip for an Assault Order. The 18th NC declares a charge against an exposed Federal battery and advances 9.0" at Double-Quick speed.
  5. 37th North Carolina (Out of Command): Located 14.0" away, the 37th NC cannot receive pips. Using its free standard move, it advances 10.0" straight down the road under the Inertia rule, unable to deploy into line this turn.
  6. Tracking Update: Branch has spent both Staff Pips. His command die is rotated to '0'.

7.0 Designer Commentary: 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 scaleβ€”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." β€” Private Sam Watkins, 1st Tennessee Infantry, 1862


1.0 Master Terrain Classifications & Movement Effects

At the tactical scale of 1 inch = 25–30 yards, terrain features represent physical battlefield boundaries. Units interact with terrain based on their formation, frontage, and movement allowance:

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; -1.0" 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 β€” β€” Crossable only at designated Bridges and Fords.
Sunken Road / Cutting One Full Turn to Exit Line / Column Heavy (4+) Frontal fire grants +2 Melee bonus; climbing out consumes entire turn.

Entering & Traversing Terrain

  • Boundary Penalties: Movement penalties are deducted immediately when the leading edge of a stand contacts terrain. If a unit lacks remaining movement to clear the boundary, it halts within the terrain.
  • Minimum Advance: A formed unit in command may always move at least 2.0 inches in its active phase, regardless of cumulative penalties, unless attempting to cross impassable terrain.
  • Formation Disruption: When a unit in Line of Battle enters Dense Woods, Swamp, or Abatis, it immediately receives a Disorder Marker, representing broken alignment among trees and brush.

2.0 Linear Obstacles, Entrenchments & Sunken Lanes

Linear obstacles provide vital defensive anchors across the battlefield:

Obstacle Type Crossing Cost Cover Save Shock / Melee Bonus Special Tactical Rules
Split-Rail / Snake Fence 2.0" Light (5+) +1 Shock Defense May be dismantled in 1 turn by infantry in base contact.
Stone Wall 2.0" Heavy (4+) +2 Shock Defense Columns must pass Discipline Check (4+) or receive Disorder.
Hedges & Brush Rows 2.0" Light (5+) None Conceals movement; provides no melee shock defense.
Abatis / Pointed Stakes 3.0" Light (5+) -2 to Attacker Nullifies attacker charge momentum bonuses entirely.
Breastworks / Earthworks 2.0" Heavy (4+) +2 Shock Defense Immune to flank shock penalties if flank is physically anchored.
Sunken Road (Bloody Lane) Full Turn Heavy (4+) +2 Shock Defense Climbing embankment takes full move (6.0"); cannot fire while climbing.

3.0 Structures, Buildings & Town Sectors

Isolated Farmhouses & Stone Structures

  • Garrison Capacity: A single isolated building model may hold 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 fire dice across any face of the building (360Β° perimeter defense).
  • Artillery Destruction: Artillery batteries targeting a building with Solid Shot or Shell hit on 4+. Every 2 unsaved hits inflict structural damage; at 4 cumulative hits, the structure collapses. The garrison suffers 1 stand loss, and survivors are placed outside in open ground, Disordered.

Town & Village Sectors

  • Sector Footprint: Town sectors are 6.0" Γ— 6.0" squares containing multiple structures.
  • Formation Rules: Formed Lines of Battle cannot enter town sectors. Regiments must enter in Assault Column, Road Column, or deploy into Skirmish Order.
  • Sector Defense: Wooden buildings grant Light Cover (5+); brick/masonry structures grant Heavy Cover (4+).
  • Melee Resolution: If an assault ties or is won by the defender, the attacker is repulsed 6.0" Disordered. If the attacker wins, defenders evacuate the sector and retreat 6.0" Disordered.

4.0 Elevation, Slopes & Dead Ground (Reverse Slopes)

  • Contour Levels:
  • Level 0: Baseline valley / pasture floor.
  • Level 1: Low hill or gentle ridge (15–20 feet historical elevation).
  • Level 2: Dominant high ridge or mountain spur.

  • The Crestline Position: A regiment is on the Crest when the front edge of its bases touches the ridge line.

  • Visibility: Unobstructed line of sight across all lower-elevation terrain (Level 0), seeing over low obstacles (fences and crops).

  • Combat Modifiers: Firing or charging downhill grants +1 to Melee. Charging uphill inflicts a -1 Melee penalty.

  • 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, spotted, or targeted by direct fire from any enemy at Level 0 on the opposite side of the hill.

  • Firing Limits: Units in dead ground cannot shoot at enemies in the lower valley until they move forward onto the crestline.

  • Artillery Plunging / Overhead Fire: Artillery on a Level 1 or Level 2 hill may fire overhead across friendly units on Level 0, provided:

  • The friendly unit is at least 6.0 inches away from the artillery gun muzzle.

  • The friendly unit is at least 4.0 inches away from the targeted enemy formation.
  • Canister Prohibition: Canister (0–6.0") can never be fired overhead across friendly units under any circumstances.

5.0 Line of Sight (LOS) & Firing Arcs

  • 45Β° Forward Firing Arc: All musketry and cannon fire is restricted to a 45Β° forward arc extending outward from the front corners of the unit.
  • Origin of Measurement: Measured from the center-front edge of the Color Stand for infantry, or the center gun tube for artillery.
  • Prohibition on Firing Through Friends: Formed battle lines cannot fire through other friendly formed lines under any circumstances.
  • Skirmish Screen Exception: Regiments may fire through their own detached skirmish screen at a -1 to-hit penalty.
  • Vision Blockers:
  • Dense Woods / Wilderness: Blocks LOS beyond 3.0 inches.
  • Cornfields / High Crops: Blocks LOS beyond 4.0 inches.
  • Orchards / Light Woods: Blocks LOS beyond 6.0 inches.
  • Town Sectors / Buildings: Completely blocks LOS.
  • Hill Crestlines: Completely blocks LOS to ground behind.

  • Target Priority: Must target the closest unengaged enemy in arc, unless:

  • An enemy unit is declaring an assault against the firer (mandatory target).
  • An enemy exposes an open flank within effective range (may target for enfilade).
  • Artillery chooses to target formed battle lines over skirmishers.

  • Flank & Enfilade Fire: An enemy is enfiladed if more than 50% of the firing stands are positioned behind the target's 90Β° flank line. Enfilade fire grants +1 to-hit and negates light cover saves from split-rail fences.


6.0 Example of Play: Reverse Slope Ambush

Tactical Situation

  • 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.

Step-by-Step Resolution

  1. Line of Sight & Targeting Assessment:
  2. 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.
  3. Can the 4th Virginia see Battery B? Yes. Battery B is positioned directly on the crestline, making it visible.
  4. Overhead Firing Resolution:
  5. Battery B wishes to fire long-range shell over the heads of friendly troops. 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.
  6. Battery B rolls its 2D6 shell dice pool against the advancing 4th Virginia at Level 0 with zero obstruction.
  7. Springing the Trap (Active Phase Maneuver):
  8. 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: The Tactical Reality of Reverse Slopes

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.

04. DEFENSIVE REACTIONS & INTERACTIVE TACTICS

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


1.0 The Reactive Philosophy & Trigger Windows

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.

Reaction Trigger Windows

Defensive reactions occur strictly during two interruption windows in Phase 2: Active Maneuver & Assault Phase:

  • Window A (Maneuver Interruption): Triggered during standard enemy movement when an active unit crosses a defender’s forward arc or closes within range of forward screens.
  • Window B (Assault Interruption β€” The 4.0" Line): Triggered when an active unit declares a charge and closes to within 4.0 inches of a formed defending unit.

The Reaction Economy

Reactions fall into two resource categories:

  • Free Tactical Reactions: 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: Extraordinary tactical exertion (Refuse Flank and Counter-Charge) requires expending 1 Reserved Staff Pip (or passing a 4+ Discipline Check if no pip was reserved).
  • Single Reaction Limit: A defending unit may execute only one reaction per triggering enemy action.

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

  • Trigger: An enemy unit declares an assault against a formed defender and closes to within 4.0 inches of the defender's front edge.
  • Cost & Eligibility: Free (No Staff Pip). Defender must have charger in forward 45Β° arc, must not be Disordered, and must not possess a Smoke Marker.

Resolution Steps

  1. Charge Halted at 4.0": The charging unit pauses temporarily at the 4.0-inch mark.
  2. Defensive Fire Pool: Defender rolls 1D6 per stand (or 2D6 per artillery section) at Short Range (0–6"):
  3. Smoothbore Musket (Buck & Ball): Hits on 3+.
  4. Rifled Musket (Springfield/Enfield): Hits on 4+.
  5. 12-pdr Napoleon Canister: Hits on 2+ (Inflicts automatic Disorder).
  6. 3-inch / 10-pdr Rifle Canister: Hits on 3+.
  7. Casualties & Disorder: Attacker rolls cover saves if applicable. Apply stand losses (2 unsaved hits = 1 stand). Any natural 6 rolled to-hit inflicts an immediate Disorder Marker.
  8. The Charge Discipline Check: If the volley inflicts 1+ stand losses OR a Disorder Marker, the charger must pass an immediate Discipline Check (1D6):
  9. Veteran / Elite: Passes on 3+
  10. Regular: Passes on 4+
  11. Green / Conscript: Passes on 5+
  12. Outcome:
  13. Pass: Charging unit steadies ranks and closes the remaining 4.0" into base contact for Phase 4 Melee.
  14. Fail: The charge stalls completely. The charger halts 2.0 inches away, receives a Disorder Marker, and cannot move or attack further this turn.
  15. Gunsmoke Placed: Place a Gunsmoke Marker touching the center-front base of the firing defender.

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

  • Trigger: An active enemy unit moves across the forward 45Β° arc within 8.0 inches of an unengaged, unsmoked defending unit (e.g., executing a flank march or marching in road column across a line).
  • Cost & Eligibility: Free (No Staff Pip). Defender must be unengaged in melee, not Disordered, and free of Gunsmoke.

Resolution Steps

  1. Interruption: The defender calls "Opportunity Fire!" at any point along the enemy's visible path within 8.0".
  2. Fire Resolution: Defender rolls 1D6 per stand using the appropriate range bracket. If the active unit is in Road Column, it suffers a -2 penalty to all saves.
  3. Tactical Cost: The defender receives a Gunsmoke Marker and counts as having fired (cannot fire again in its own upcoming Phase 3 Ranged Combat).
  4. Movement Resumption: Active unit applies casualties/disorder and completes any remaining movement. If disordered by a natural 6, remaining move distance is halved.

4.0 Reaction 3: Skirmisher & Light Cavalry Screen Evade

  • Trigger: Formed enemy infantry or cavalry advances within 6.0 inches of, or declares an assault against, a detached Skirmish Stand or cavalry screen.
  • Cost & Eligibility: Free automatic drill maneuver. Screen must not be pinned or disordered.

Resolution Steps

  • Evade Move: The screen executes an immediate 4.0"–6.0" withdrawal directly to the rear through friendly formed lines (no passage test required) and reintegrates into the parent line.
  • Overrun Warning: If the screen does not evade and is contacted by formed units, it is instantly destroyed and removed from play without a melee roll; the attacker continues its charge directly into the units behind.

5.0 Reaction 4: Refuse the Flank (Hasty Pivot)

  • Trigger: An enemy unit maneuvers or charges into the Flank Zone (45°–90Β°) of a defending regiment formed in Line of Battle.
  • Cost: 1 Reserved Staff Pip (automatic success) OR pass a Discipline Check (4+) if no pip was reserved.

Tactical Execution

  • The defending regiment wheels its outer 1 or 2 flank stands backward up to 45Β°, forming an angled "L-shaped" defensive shoulder facing the threat.
  • Combat Impact:
  • Negates Enfilade: Incoming fire no longer counts as enfilade (+1 to-hit bonus is denied).
  • Converts to Frontal Contact: Charging units must contact the refused stands frontally, denying the devastating +2 Flank Melee bonus.

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

  • Trigger: An enemy declares an assault across open ground against a defending unit within standard charge range (9.0").
  • Eligibility: Confederate regiments with the Rebel Yell trait, any Veteran / Elite regiment in a Fresh health state, or formed Mounted Cavalry.
  • Cost: 1 Reserved Staff Pip (mandatory).

Tactical Execution

  • Instead of waiting to receive the assault or firing a closing volley, the defender surges 2.0"–3.0" forward into open ground to meet the oncoming enemy mid-field.
  • Combat Impact:
  • Cancels Attacker Momentum: The attacking unit loses its +1 Charging Momentum bonus and downhill bonuses.
  • Applies Defender Shock: The defender applies its +1 Rebel Yell or +1 Cavalry Shock bonus to the Opposed Melee Roll in Phase 4.

7.0 Master Summary Matrix of All 5 Reactions

# Reaction Name Primary Trigger Window Staff Pip Cost Eligible Units Core Combat & Mechanical Impact
1 Closing Volley Enemy charges within 4.0" Free Formed unsmoked, undisordered units Short-range volley; 1+ hit or Nat 6 forces Discipline Check (4+) or charge stalls 2.0" away Disordered.
2 Opportunity Fire Enemy moves across arc within 8.0" Free Unengaged, unsmoked formed lines Pauses move; delivers volley; firer receives Smoke and counts as fired for next turn.
3 Skirmish Evade Formed enemy closes within 6.0" Free Detached skirmish / cavalry screens Screen retreats 4.0"–6.0" through friendly lines; prevents instant overrun.
4 Refuse Flank Enemy enters flank zone (45°–90Β°) 1 Reserved Pip (or 4+ Check) Formed infantry lines Outer 1–2 stands wheel back 45Β°; negates +1 enfilade and cancels +2 flank charge bonus.
5 Counter-Charge Enemy declares charge in open ground 1 Reserved Pip Rebel Yell, Veterans, or Cavalry Unit surges 2.0"–3.0" forward; strips attacker charge momentum; applies +1 Shock trait.

8.0 Example of Play: The Stalled Assault

Tactical Situation

  • Attacker: 14th Brooklyn (Union, Regulars, 5 stands) declares an assault against the 5th Virginia across an open pasture (8.0" initial separation). The Union player spends 1 Staff Pip.
  • Defender: 5th Virginia (Confederate, Smoothbore Muskets with Buck & Ball, 5 stands in Line of Battle).

Step-by-Step Resolution

  1. Charge Advance & Interruption: The 14th Brooklyn advances 4.0 inches. At the 4.0" mark, movement is halted. The Confederate player declares Reaction 1: Closing Defensive Volley.
  2. Closing Volley Execution:
  3. The 5th Virginia fires 5 stands at Short Range (0–6"), hitting on 3+.
  4. Dice Pool: 5D6 rolled: [3, 3, 5, 2, 6].
  5. Result: 4 hits scored (including one natural 6).
  6. Casualties: 4 hits = 2 physical stands removed from the 14th Brooklyn.
  7. Suppression: The natural 6 inflicts an immediate Disorder Marker.
  8. The Discipline Check:
  9. Suffering 2 stand losses and Disorder forces the 14th Brooklyn to test discipline immediately (Regulars pass on 4+).
  10. The Union player rolls a 2β€”Failed!
  11. Aftermath:
  12. The charge stalls. The 14th Brooklyn halts 2.0 inches away from the Virginia line, reduced to 3 stands, Disordered.
  13. The 5th Virginia receives a Gunsmoke Marker. No melee occurs this turn.

9.0 Designer Commentary: The Historical Reality of Defensive 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 Topβ€”wheeling his left-flank company back at a right angleβ€”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." β€” Major General Daniel Harvey Hill, 1862


1.0 Sequence of Ranged Combat & Firing Eligibility

During Phase 3: Active Ranged Combat Phase, the Active player resolves shooting for all eligible infantry regiments, dismounted cavalry, and unlimbered artillery batteries unit-by-unit in any chosen order.

Firing Eligibility Checklist

A unit is eligible to deliver ranged fire in Phase 3 if it meets all of the following conditions:

  1. Hold Position: Did not execute an Advance or Double-Time move in Phase 2 (Units that only pivoted, wheeled, or reformed line may fire, but suffer a -1 to-hit penalty).
  2. Not in Assault: Did not declare or participate in an Assault/Charge during Phase 2.
  3. Not in Melee: Is not currently locked in base-to-base close combat.
  4. Formed Order: Is not deployed in Road / March Column.
  5. Clear LOS: Possesses an unobstructed line of sight within its forward 45Β° firing arc.
  6. Not Smoked from Reaction: Did not fire an Opportunity Volley during the preceding enemy turn (unless it has since moved out of its smoke).

Target Nomination & Priority Rules

The firer must declare a single target before rolling dice and must engage the closest unengaged enemy in its 45Β° arc, with three 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 flank.
  • Artillery Priority: Artillery batteries may bypass forward skirmish screens to target formed infantry lines, columns, or enemy guns.
  • Assault Defense: Incoming chargers actively bearing down on the unit must be targeted.

Enfilade & Flank Raking Fire

An enemy is in an Enfiladed Position if the firer is positioned entirely behind the line projected outward at 90Β° from the target's front corner:

  • +1 To-Hit Bonus: Applied to all shooting dice.
  • Denies Linear Cover: The target is denied all Light Cover saves from frontal fences and low stone walls.

2.0 Stand-Based Dice Pools & Master Weapon Tables

Dice Pool Formulation

  • Infantry in Line of Battle: Rolls 1D6 per stand firing in the front rank (e.g., 5-stand line = 5D6).
  • Infantry in Assault Column: Rolls 1D6 per front-rank stand only (typically 2D6).
  • Artillery Batteries (Unlimbered): Rolls 2D6 per gun stand (full battery = 4D6).
  • Skirmish Stands: Rolls 1D6 per detached stand.

Master Small Arms Weapon Table

Weapon Classification Point-Blank (0" – 4.0") Medium (4.1" – 8.0") Long (8.1" – 16.0") Tactical Characteristics & Special Rules
Smoothbore Musket (.69 Buck & Ball) 4+ (2 Dice / stand) 4+ (1 Die / stand) β€” (Out of Range) Buck & Ball: Devastating shotgun effect at close range; completely ineffective beyond 200 yards.
Rifled Musket (Springfield / Enfield) 4+ (1 Die / stand) 4+ (1 Die / stand) 5+ (1 Die / stand) Universal Standard: Reliable, disciplined firepower across all combat ranges up to 400 yards.
Breechloader (Sharps Rifle) 4+ (1 Die / stand) 4+ (1 Die / stand) 4+ (1 Die / stand) Prone Reload: No long-range penalty; gains Light Cover (5+) in open ground when dismounted.
Double-Barreled Shotgun 4+ (3 Dice / stand) β€” (Out of Range) β€” (Out of Range) Lethal Point-Blank: Devastating cavalry ambush weapon; strictly short range.
Whitworth Sniper Rifle 4+ (1 Die / stand) 4+ (1 Die / stand) 4+ (1 Die / stand) Telescopic Range: Maximum range extends to 24.0"; ignores Light Cover saves.
Magazine Repeater (Spencer / Henry) 4+ (3 Dice / stand) 5+ (1 Die / stand) β€” (Out of Range) Rapid Fire: Devastating firepower; gains Light Cover (5+) in open ground when dismounted.

Master Field Artillery Weapon Table

Artillery Ordnance & Caliber Double Canister (0" – 4.0") Standard Canister (4.1" – 10.0") Medium / Long (>10.0") Tactical Role & Special Characteristics
12-pdr Napoleon (Smoothbore) 2+ (3 Dice / stand) 3+ (2 Dice / stand) 4+ (up to 30") Canister Monster: Ultimate defensive close-support weapon.
3-inch Ordnance Rifle (Wrought Iron) 3+ (3 Dice / stand) 4+ (2 Dice / stand) 4+ (up to 36") Precision Sniper: Exceptional long-range accuracy and hill plunging fire.
10-pdr / 20-pdr Parrott Rifle 3+ (3 Dice / stand) 4+ (2 Dice / stand) 4+ (up to 36") Heavy Shell: High penetration; +1 to hit stone buildings and forts.
12-pdr / 24-pdr Howitzer 2+ (3 Dice / stand) 3+ (2 Dice / stand) 5+ (up to 24") Lobbed Spherical Case: Ignores light cover over low ridges and walls.
  • Double Canister Carnage: At 0"–4.0", muzzles are depressed. No cover saves are permitted, and the target suffers -1 to its resulting Discipline Check for every casualty sustained.
  • Artillery vs. Assault Columns: Deep formations suffer a -1 penalty to cover saves against all artillery fire (Canister, Shell, and Solid Shot).
  • Concentrated Battery Fire: Expending 1 Staff Pip combines up to 3 artillery sections onto one target stand, forcing target saves at -1 penalty.
  • Low Ammunition: Rolling two or more natural 1s inflicts a Low Ammo Marker (-1 to-hit until resupplied).

3.0 Defensive Saves, Casualties & Micro-Damage

For every hit scored, the defender rolls 1D6 Cover Save:

Cover Category Save Target Tabletop Terrain Examples
Open Ground / Pasture No Save Open fields, pastures, clear hill slopes. All hits inflict casualties.
Light Cover Save on 5+ Split-Rail Fences, Orchards, Cornfields, sunken dirt tracks, Skirmish Order.
Heavy Cover Save on 4+ Stone Walls, Breastworks, Earthworks, Sunken Roads, Stone Farmsteads.

Stand Removal & Micro-Damage

  • 2 Hits = 1 Stand Loss: Every 2 unsaved hits permanently removes 1 physical stand from the outer flank. The center Color Stand is removed last.
  • Micro-Damage Tracking: An odd unsaved hit (1, 3, 5) leaves 1 Micro-Hit, tracked via a small colored die behind the Color Stand.
  • Shatter Limit: A regiment reduced to 1 stand remaining immediately shatters and is removed from play.

4.0 Suppression: The Natural 6 Disorder Trigger

Black powder combat was deeply psychological. Heavy incoming fire triggers immediate nerve tests:

The Shock Trigger

  • Short Range (0" – 6.0"): A single natural 6 rolled to-hit triggers a Shock Test.
  • Medium / Long Range (>6.0"): Requires two natural 6s in the same volley to trigger a Shock Test.
  • Discipline Save: The target tests on 1D6 against its troop quality (Veteran 3+, Regular 4+, Green 5+). Failure inflicts a Disorder Marker.
  • Modifiers: Fresh (+1), Spent (-1), In Cover (+1), Crossfire / Multiple Firers (-1).
  • Disorder Effects: -2.0" movement speed; -1 to-hit on fire; cannot declare assaults; -2 penalty on Melee rolls.
  • Overshoot & Plunging Fire:
  • Infantry Overshoot: If a natural 6 is rolled, a secondary unit within 4.0" directly behind the target takes 1 automatic stray hit.
  • Artillery Overshoot: Solid shot punches through the front line to inflict 1 unsaved hit on secondary units behind; Canister inflicts 1 stray hit per natural 6 rolled.

5.0 The Gunsmoke Obscuration Rules

  • Gunsmoke Placement: Whenever a formed infantry line or artillery battery fires, place a Smoke Marker touching the front center of its base. (Detached skirmishers and dismounted cavalry do not generate smoke).
  • Obscuration Penalty: Any LOS passing through, into, or out of a Smoke Marker at distances greater than 6.0" suffers a -1 to-hit penalty.
  • Point-Blank Penetration (0" – 6.0"): Firing within 6.0" ignores all smoke penalties.
  • Smoke Dissipation:
  • Advancing: Moving forward steps out of the smoke bank (removed instantly).
  • Holding Fire: Holding fire for a full turn clears the smoke during Phase 5 Clean-up.
  • Brisk Wind: Scenario wind clears all smoke automatically at end of turn.
  • Smoke Walls: Three adjacent stationary firing regiments merge markers into a continuous Smoke Wall, completely blocking LOS beyond 8.0".

6.0 Friendly Fire & Intervisibility Restrictions

  • Strict Prohibition: Formed battle lines and batteries cannot fire through friendly formed lines under any circumstances.
  • Skirmish Screen Exception: Regiments may fire through their own detached skirmish screen at a -1 to-hit penalty.
  • Artillery Overhead Clearance: Batteries on Level 1 or 2 hills may fire overhead across lower friendly units if the friendly unit is at least 6.0" from the gun muzzle and 4.0" away from the target. (Canister may never fire overhead).

7.0 Master Shooting Modifiers Summary Matrix

Tactical Condition To-Hit Modifier Defensive Save Impact
Firer is Disordered -1 To-Hit β€”
Firer Raking Enfiladed Flank +1 To-Hit Denies Light Fence Saves
Firing Through / Out of Smoke (>6.0") -1 To-Hit β€”
Firing Through Friendly Skirmish Screen -1 To-Hit β€”
Target in Light Cover (Fences, Crops, Woods) β€” Saves on 5+
Target in Heavy Cover (Stone Walls, Earthworks) β€” Saves on 4+
Target in Road / March Column β€” -2 Penalty to Saves
Concentrated Artillery Battery Barrage β€” -1 Penalty to Saves
Target in Skirmish Order (Dispersed) β€” Saves on 5+

8.0 Example of Play: Resolving a Brigade Firefight

Tactical Situation

  • Firer: 6th Wisconsin (Iron Brigade, Veteran, 5 stands with Rifled Muskets in Line of Battle, stationary in open ground).
  • Target: 1st Texas Infantry (5 stands in Line of Battle behind a Split-Rail Fence in Light Cover, distance 5.5" β€” Short Range).

Step-by-Step Resolution

  1. Dice Pool Formulation: 5 stands = 5D6.
  2. To-Hit Roll: At Short Range (5.5"), Rifled Muskets hit on 4+.
  3. Wisconsin rolls: [5, 4, 2, 6, 3] = 3 hits scored (including one natural 6).
  4. Defensive Saves: The Texas regiment is behind a wooden split-rail fence (Light Cover: 5+ Save).
  5. Texas rolls 3 saves: [2, 5, 1] = 1 save made, 2 unsaved hits.
  6. Casualty Application:
  7. 2 unsaved hits = 1 physical stand removed from the 1st Texas.
  8. Suppression & Shock Check:
  9. The Wisconsin volley included a natural 6 at Short Range, triggering an immediate Discipline Check.
  10. The 1st Texas tests on 1D6: Base 3+ (Veteran), +1 for Cover = succeeds on 2+. Texas rolls a 4 β€” Passed! The Texans hold their ground without disorder.
  11. Gunsmoke Placed: A Gunsmoke Marker is placed touching the front of the 6th Wisconsin.

9.0 Designer Notes: 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.

The Gunsmoke Obscuration Rule recreates this historical reality:

  1. Natural Accuracy Degradation: Standing in one place and firing turn after turn degrades accuracy (-1 to-hit beyond 6").
  2. Aggressive Tactical Movement: To deliver a decisive volley, commanders must advance through the smoke to reach Short Range (0–6"), where the smoke penalty disappears and Smoothbore Buck & Ball hits on a deadly 3+.
  3. Artillery Positioning: Elevating batteries onto ridges lets them see over valley smoke banks, providing devastating plunging support when lines below are blinded.

06. ASSAULTS, CHARGES, OPPOSING SHOCK & MELEE RESOLUTION

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


1.0 Assault Initiation & Charge Declarations

While ranged combat inflicts attritional wear, 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.

The Command Requirement (Staff Pip Spend)

Declaring an assault represents an extraordinary exertion of command:

  • 1 Staff Pip per Regiment: Every formed infantry or cavalry regiment declaring an assault must spend 1 Staff Pip from its parent Brigadier's command pool.
  • Hesitant / Broken Armies: Regiments belonging to a Hesitant or Broken brigade cannot declare assaults under any circumstances.

Charge Eligibility Checklist

An infantry or cavalry unit is eligible to declare an assault if it meets all of the following criteria:

  1. Permitted Formation: Deployed in Line of Battle or Assault Column (Road Columns cannot assault).
  2. Good Order: Is not Disordered at the moment of declaration.
  3. Health State: In a Fresh or Worn state (A Spent regiment with <35% stands cannot charge unless directly led by an attached Brigadier).
  4. Charge Distance & Arc: Target is within forward 45Β° arc and within Double-Quick Range (9.0" for infantry, 12.0" for mounted cavalry).

Charge Vector & Terrain Restrictions

  • Straight-Line Vector: The charging unit moves along a straight line toward the target's front or flank. It may make a single initial alignment pivot of up to 30Β° at the start of its move.
  • Streams & Creeks: Crossing a minor waterway halts the charge immediately; the unit stops in the stream bed Disordered. Charges across water must use bridges or marked fords.
  • Dense Woods: Reduces maximum charge speed to 4.0 inches and inflicts 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)

When a charging regiment advances to within 4.0 inches of the target unit's front edge, movement is temporarily suspended. The game enters Reaction Trigger Window B.

(Note: If a charge originates from within 4.0" at start, the reaction triggers immediately before the unit moves. The charger must travel at least 3.0" into contact to claim the "+1 Charging Momentum" modifier).

Defensive Reaction Choices

The defending player declares one of three reactive options:

  1. Closing Defensive Volley (Free): Deliver a point-blank volley at the closing attackers.
  2. Refuse the Flank (1 Reserved Pip or 4+ Check): Wheel outer stands 45Β° to meet a flank charge frontally.
  3. Counter-Charge (1 Reserved Pip): Eligible units (Rebel Yell, Veterans, or Cavalry) surge 2.0"–3.0" forward to clash mid-field.

Resolving the Closing Defensive Volley

If the defender fires a Closing Volley:

  • Defender rolls 1D6 per defending stand (or 2D6 per gun stand) at Short Range (0–6"):
  • Smoothbore Musket (Buck & Ball): Hits on 3+
  • Rifled Musket: Hits on 4+
  • 12-pdr Napoleon Canister: Hits on 2+ (Automatic Disorder)
  • Rifled Gun Canister: Hits on 3+
  • Apply cover saves (if charging through scrub). Every 2 unsaved hits removes 1 stand. Any natural 6 inflicts a Disorder Marker.

The Pre-Contact Discipline Check

If the volley inflicts 1+ stand losses OR a Disorder Marker, the attacking unit must pass an immediate Discipline Check (1D6):

  • Veteran / Elite: Passes on 3+
  • Regular: Passes on 4+
  • Green / Conscript: Passes on 5+

Outcome:

  • Pass: The chargers steady ranks, close over fallen comrades, and surge 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, receives a Disorder Marker, and cannot move or attack further this turn.

3.0 Physical Contact & The Opposed Melee Roll (Phase 4)

When a charging unit successfully contacts the defender, align the attacker's front bases flush with the defender's front or flank bases.

The Opposed Melee Formula

Melee is resolved in a single, decisive opposed roll during Phase 4: Assault & Melee Resolution Phase:

Final Shock Score = 1D6 + Engaged Stands + Tactical Modifiers

Both players roll 1D6 simultaneously, add their engaged stands, and apply all relevant tactical modifiers from the table below.

Master Tactical Shock Modifiers Catalog

Tactical Condition Modifier Value Applicable Side Mandatory Condition
Fresh Unit Health +1 Either > 75% original starting stands remaining.
Spent Unit Health -1 Either < 35% original starting stands remaining.
Charging Momentum +1 Attacker Advanced β‰₯ 3.0" across open ground into contact.
Assault Column Formation +1 Attacker Formed 2 stands wide Γ— 2+ ranks deep.
Confederate Rebel Yell Trait +1 Confederate Unit possesses Rebel Yell trait (Attacking or Counter-Charging).
Mounted Cavalry Shock +1 Cavalry Mounted charge against formed infantry in open.
Defending Heavy Earthworks / Stone Wall +2 Defender Frontally defending Stone Wall, Sunken Road, or Breastworks.
Defending Light Obstacle / Crestline +1 Defender Touching Split-Rail Fence or deployed on Ridge Crest.
Target Enfiladed / Flank Contact +2 Attacker Contacted behind target's 90Β° flank line.
Unit is Disordered -2 Either Unit possesses a Disorder Marker.
Attached Brigadier General +1 Either Brigadier base attached directly to center Color Stand.

Engaged Stand Calculation

  • Frontal Clashes: Count all stands in direct base contact, plus up to 1 unengaged flanking stand on each outer wing providing 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.

4.0 Melee Resolution, Casualties & Aftermath

Compare the final modified Shock Scores of both units. The higher score wins; the lower score is defeated.

The Margin of Defeat Matrix

Subtract the Defeated unit's Shock Score from the Victor's Shock Score:

Margin of Defeat = Victor's Score - Defeated Score

Margin of Defeat Outcome Casualties Inflicted on Defeated Unit Rout Distance & Tactical Status
0 (Tie) Bloody Draw 1 Micro-Hit to both units 0" β€” Remains locked in melee; both units Disordered.
1 – 2 Repulse 1 Micro-Hit Loser retreats 3.0 inches Disordered.
3 – 4 Bloody Rout 1 Full Stand Loss (2 Hits) Loser retreats 6.0 inches Disordered.
5+ Catastrophic Overrun 2 Full Stand Losses (4 Hits) Loser routs 9.0 inches Disordered (Shatters if 1 stand left).

The Double Disorder Clause

If the defeated unit was already Disordered prior to rolling melee, instead of receiving a second Disorder marker, it takes an additional 1 Micro-Hit.

Victor's Consolidation & Sweeping Advance

  • Zero Mandatory Losses: The victor sustains zero mandatory casualties from the melee roll and holds the field.
  • Free 2.0" Consolidation: The victor may immediately advance 2.0" to occupy enemy earthworks, pivot up to 45Β° to face a flank threat, or dress ranks.
  • Tactical Breakthrough: If a Fresh Attacker wins by +4 or more points and completely destroys or routs the defender, it may spend 1 additional Staff Pip to execute an immediate 4.0-inch Sweeping Advance in a straight line forward, triggering an immediate second melee against any contacted enemy.

5.0 Assaulting Artillery Batteries & Heavy Fortifications

  • Overrunning Artillery: An artillery section rolls 1D6 + 1 stand in hand-to-hand defense. If defeated, the battery is Overrun and Captured; all gun models and crew are permanently removed from play.
  • Storming Heavy Earthworks & Stone Walls: Defenders gain +2 in Melee; attackers lose all charging momentum bonuses (+1). If repulsed, the attacker takes 1 stand loss and retreats 6.0" Disordered.

6.0 Master Melee Modifiers Quick-Reference

Factor Attacker Defender Condition
Unit Freshness +1 +1 > 75% starting strength
Unit Exhaustion -1 -1 < 35% starting strength
Charging Momentum +1 β€” Open ground advance β‰₯ 3.0"
Assault Column +1 β€” Formed column shock
Rebel Yell / Cavalry Shock +1 +1 (Counter) Doctrinal shock trait
Stone Wall / Earthworks β€” +2 Lined behind heavy works
Fence / Crestline β€” +1 Light linear cover or ridge
Flank / Rear Attack +2 β€” Contact behind 90Β° flank line
Disordered State -2 -2 Unit has Disorder Marker
Attached Brigadier +1 +1 Leader in base contact

7.0 Extended Examples of Play

Example 1: Open-Field Charge with Closing Volley

Tactical Situation

  • Attacker: 4th Virginia (5 stands, Veteran, Fresh, Confederate) ordered by Brig. Gen. Garnett to assault across an open pasture (7.0" separation). Garnett attaches to the unit.
  • Defender: 2nd Wisconsin (5 stands, Veteran, Fresh, Union) deployed in Line of Battle.

Step-by-Step Resolution

  1. Approach & Reaction Window B: The 4th Virginia advances at Double-Quick speed. Movement pauses at 4.0". The 2nd Wisconsin declares Reaction 1: Closing Defensive Volley.
  2. Closing Volley Execution:
  3. Wisconsin rolls 5D6: [2, 4, 1, 6, 5] = 3 hits scored (including one natural 6).
  4. 3 hits = 1 stand removed (4th VA reduced to 4 stands, 1 micro-hit). The natural 6 inflicts a Disorder Marker.
  5. Discipline Check: The 4th Virginia rolls for its Veteran check (3+): rolls 5 β€” Passed! The Virginians close into physical contact.
  6. Opposed Melee Roll:
  7. 4th Virginia (Attacker): 1D6 Roll: 5.
    • Score = 5 (Die) + 4 (Stands) + 1 (Fresh) + 1 (Momentum) + 1 (Rebel Yell) + 1 (Brigadier) - 2 (Disorder) = 11
  8. 2nd Wisconsin (Defender): 1D6 Roll: 3.
    • Score = 3 (Die) + 5 (Stands) + 1 (Fresh) = 9
  9. Melee Aftermath:
  10. Victor: 4th Virginia wins (11 vs. 9; Margin of Defeat = 2). The Virginians hold ground and consolidate 2.0" forward.
  11. Defeated: 2nd Wisconsin takes 1 Micro-Hit, receives a Disorder Marker, and retreats 3.0 inches.
  12. Leader Check: Garnett rolls on Leader Loss: 4 β€” Unhurt!

Example 2: Storming a Heavy Stone Wall

Tactical Situation

  • Attacker: 14th Brooklyn (6 stands in Assault Column, Fresh) assaults the 7th North Carolina behind a heavy stone wall.
  • Defender: 7th North Carolina (4 stands, Fresh) defending the stone wall.

Step-by-Step Resolution

  1. Approach: At 4.0", North Carolina fires a Closing Volley (4D6, hits on 4+): rolls [1, 3, 5, 2] = 1 hit scored (tracked as 1 micro-hit; no stand lost, no natural 6). No discipline check is triggered; Brooklyn hits the wall!
  2. Opposed Melee Roll:
  3. 14th Brooklyn (Attacker):
    • Stands Engaged: 4 stands (2 front rank + 2 second rank support).
    • Die Roll: 4. Modifiers: +1 (Fresh), +1 (Assault Column). (Charging momentum lost against stone wall).
    • Score = 4 + 4 + 1 + 1 = 10
  4. 7th North Carolina (Defender):
    • Stands Engaged: 4 stands.
    • Die Roll: 4. Modifiers: +1 (Fresh), +2 (Defending Stone Wall).
    • Score = 4 + 4 + 1 + 2 = 11
  5. Melee Aftermath:
  6. Victor: 7th North Carolina holds the wall (11 vs. 10; Margin of Defeat = 1).
  7. Defeated: 14th Brooklyn is repulsed. It takes 1 Micro-Hit, receives a Disorder Marker, and retreats 3.0 inches into the open meadow.

8.0 Designer Notes: 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 demonstrate 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 courage and terrify defenders.
  2. The defenders waited until chargers were within 30–50 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, defenders almost invariably broke and ran before physical contact occurred.

The mechanics in this chapter replicate this dynamic:

  • The Closing Defensive Volley at 4.0 Inches determines whether attackers possess the discipline to press home the assault.
  • The Single Opposed Melee Roll models the moral climax: one side holds its ground with a cheer, while the other breaks and flees in disorder.
  • Multi-round grinding melees are eliminated, keeping play 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." β€” General Robert E. Lee, 1862

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


1.0 Regimental Health & Morale States

Rather than using separate bookkeeping rosters or arbitrary hit points, a regiment's combat effectiveness, shock resilience, and tactical discipline are governed directly by its Remaining Stand Percentage.

Regimental Health States Overview

Health State Strength Threshold Melee / Shock Modifier Tactical Capabilities Resilience & Behavioral Notes
1. Fresh State > 75% Starting Stands +1 Full movement speed; eligible to declare Assaults. Peak fighting stamina; unaffected by light losses.
2. Worn State 35% – 75% Starting Stands +0 Standard movement and ranged combat values. Ranks thinning; combat fatigue sets in.
3. Spent State < 35% / 2 Stands Left -1 Cannot declare Assaults unless directly led by Brigadier. Must pass a Discipline Check (4+) whenever fired upon.
4. Shattered 1 Stand Remaining N/A Instantly collapses; permanently removed from play. Final stand loss advances Brigade Faltering Clock.

Stand Health Breakdown Reference

Regiment 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 β€” 2 Stands 1 Stand Remaining

The Master Discipline Check

Whenever a unit faces a morale crisis (sustaining casualties from closing volleys, testing passage of lines, or taking fire while Spent), roll 1D6 against Troop Quality:

  • Veteran / Elite: Passes on 3+
  • Regular: Passes on 4+
  • Green / Conscript: Passes on 5+

Consequences of Failure:

  • If Charging: The assault stalls completely 2.0 inches away and receives a Disorder Marker.
  • If Stationary / Firing: Falls back 3.0 inches directly to the rear and receives a Disorder Marker (If already Disordered, takes 1 Micro-Hit via the Double Disorder rule).

2.0 The Brigade Faltering Clock (The Brigade Morale Engine)

In the American Civil War, entire brigades rarely fought until every soldier was killed. Cumulative losses, fallen officers, and spent ammunition triggered collective exhaustion. This is governed by the Brigade Faltering Clock.

Brigade Status Cumulative Losses Tactical & Command Restrictions
Fresh Brigade 0% – 29% Stands Lost Full operations, full Staff Pip allocation, standard shooting.
Hesitant Brigade 30% – 49% Stands Lost Cannot Assault; cannot Double-Time; -1 to all shooting; -1 to all Discipline Checks.
Broken Brigade 50%+ Stands Lost Complete collapse; forfeits all Pips; mandatory 6.0" retreat each turn off table.

Tracking Brigade Attrition

  • Calculate the total starting infantry stands across the entire brigade during setup.
  • Place a designated casualty tracking die directly on the Brigadier General’s base.
  • Advance the die tally by +1 for each physical stand removed from any regiment in the brigade.

Master Brigade Threshold Table

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

  • Disorder Penalties: A Disordered unit cannot Advance, Double-Time, or Assault. It moves at -2.0", shoots at -1 to-hit, and suffers -2 in Melee.
  • Command Rally (Staff Pip Spend): During Phase 1 or Phase 5, spend 1 Staff Pip (or 2 Pips if >12.0" away) to immediately remove 1 Disorder Marker without rolling dice.
  • Natural Regimental Rally (Phase 5): Disordered units that did not move, fire, or take fire may attempt a free Natural Rally roll on 1D6 against Troop Quality (Veteran 3+, Regular 4+, Green 5+).
  • The "Double Disorder" Attrition Rule: A unit may never possess more than one Disorder Marker. If an already Disordered unit is forced to take a second Disorder marker, it takes 1 Micro-Hit instead.
  • Resting in Reserve: If an unengaged regiment spends two consecutive full turns out of enemy LOS and >12.0" away without moving or firing, it clears its micro-hit counter.

4.0 Leaders, Headquarters & Officer Casualties

Command Hierarchy

  • Brigade Commander (Brigadier): Commands 3–6 regiments plus artillery. Generates 1–4 Staff Pips; maintains a 12.0" Command Radius.
  • Division / Corps Commander: Operates on a 1.5" Γ— 1.5" base with an 18.0-inch Command Radius. Once per turn, may grant +1 Bonus Staff Pip to any subordinate Brigadier within radius.

Attaching Leaders to Regiments

  • A Brigadier may physically attach to an infantry or cavalry regiment by moving into base contact with its center Color Stand.
  • Combat Benefits: Grants +1 to Melee rolls, +1 to all Discipline Checks, and authorizes a Spent regiment to declare an assault.
  • Casualty Risk Trigger: If an attached regiment loses 1+ stands OR is targeted by fire rolling a natural 6, roll immediately on the Leader Casualty Table.

Master Leader Casualty Table

1D6 Roll Casualty Result Tactical & Command Consequences
1 – 3 Unhurt / Close Call Bullet pierces uniform or strikes mount. Commander continues leading without penalty.
4 Lightly Wounded General is hit but stays in the saddle. Generates -1 Staff Pip on all subsequent turns.
5 Severely Wounded / Captured General carried off field; stand removed. Senior Colonel takes command next turn (Timid formula: 1D3 Γ· 2).
6 Killed in Action (KIA) General killed instantly. Attached unit receives immediate Disorder. Brigade loses all remaining Pips this turn; replacement Colonel has permanent Timid profile.
  • Targeting Solitary Leaders: A solitary Brigadier stand cannot be targeted unless it is the closest visible enemy within 6.0". If charged while alone, it must evade 6.0" or be captured.

5.0 Extended Examples of Play

Example 1: The Brigade Faltering Clock in Action

Tactical Situation

  • The 2nd Brigade (Army of the Potomac) starts with 4 regiments totaling 20 stands (Hesitant at 6 losses, Broken at 10 losses).
  • Over Turns 2 and 3, heavy enemy fire inflicts cumulative casualties:
  • 143rd Pennsylvania: 2 stands lost.
  • 149th Pennsylvania: 2 stands lost.
  • 150th Pennsylvania: 1 stand lost.
  • 121st Pennsylvania: 1 stand lost.

Phase 1 Status Assessment

  1. Total Cumulative Losses: 6 stands (30% attrition reached).
  2. Hesitant Threshold Triggered: Brigadier Potts rotates his casualty die to 6 and places a Hesitant Marker on his base.
  3. Tactical Penalties:
  4. The brigade cannot declare Assaults/Charges.
  5. All regiments suffer -1 to-hit on ranged combat and -1 to all Discipline Checks.
  6. If the brigade loses 4 more stands (reaching 10 losses / 50%), the entire brigade will break and retreat off the battlefield.

Example 2: The Heroic Assault & Leader Casualty Check

Tactical Situation

  • The 33rd Virginia is reduced to 2 stands (Spent health state, -1 to Melee). Normally, a Spent unit cannot assault.
  • Brigadier General Garnett attaches directly to the unit's Color Stand, authorizing the charge and spending 1 Staff Pip.

Step-by-Step Resolution

  1. Canister Blast at 4.0": The defending Union battery fires point-blank canister: 2 hits scored (including one natural 6).
  2. Casualties: 2 hits remove 1 stand. The 33rd Virginia is down to its final stand (Color Stand). The natural 6 inflicts a Disorder Marker.
  3. Leader Casualty Check: Because the unit lost a stand and took a natural 6 with an attached leader, Garnett tests on 1D6:
  4. Rolls a 5 β€” Severely Wounded!
  5. Command Aftermath:
  6. General Garnett is carried from the field; his stand is removed from play.
  7. Without the general, the 33rd Virginia is reduced to 1 stand remaining. The regiment immediately shatters and is removed from play.

6.0 Designer Notes: 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 Hesitantβ€”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 dynamic:

  • 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.

08. CAVALRY OPERATIONS, DISMOUNTED TACTICS, WEAPONS & HORSE ARTILLERY

"Whoever saw a dead cavalryman?" β€” Major General Joseph Hooker, 1863

"You will have to fight like the devil to hold your own until supports arrive." β€” Brigadier General John Buford, 1863


1.0 Mounted Operations, Formations & Movement

  • Regimental Organization & Basing: Cavalry regiments field 3–5 stands (representing 200–400 troopers). Stands are mounted on 1.0" Γ— 1.0" to 1.25" bases with 2 mounted miniatures per stand.

Mounted Formations

  • Mounted Line of Battle: Stands deployed side-by-side in single rank. Maximum mounted speed; full saber/revolver shock profile.
  • Mounted Column of Route: 1 stand wide, multiple ranks deep. Rapid road transit (14.0" on roads); highly vulnerable if charged (-2 save penalty).
  • Mounted Skirmish Screen: Dispersed stands with 1.0" intervals between bases; used for scouting and screening friendly flanks.

Master Cavalry Movement Rates Table

Formation / Terrain Open Ground Roads & Hard Trails Woods / Rough Charge / Assault Speed
Mounted Line 9.0" 10.0" 5.0" 12.0"
Mounted Column 10.0" 14.0" 6.0" Prohibited
Dismounted Skirmish Line 5.0" 6.0" 4.0" Prohibited
Horse Holders Stand 4.0" 8.0" 2.0" Prohibited

Mounted Shock Rules

  • Against Steady Formed Lines: Charging a formed, undisordered infantry line in good order is high risk. The infantry defender delivers a Closing Defensive Volley with smoothbores or rifled muskets hitting on 3+ or 4+.
  • Against Disordered or Column Formations: If mounted cavalry charges infantry that is Disordered, marching in Road Column, or retreating, the cavalry receives +1 Cavalry Shock and the infantry defender suffers a -2 Melee penalty.
  • Cavalry vs. Cavalry Clashes: Both sides roll 1D6 + Engaged Stands. The side with Charging Momentum gains +1 Shock. The defeated cavalry unit loses 1 stand and retreats 9.0 inches Disordered.

2.0 Dismounted Tactics & Horse Holders

  • Dismounting & The Horse Holder Rule:
  • Spending half of its movement allowance allows a cavalry regiment to dismount.
  • The 1-in-4 Detachment: 1 stand in every 4 must be designated as the Horse Holder Stand and placed in the rear (representing 1 out of every 4 troopers holding the mounts).
  • The remaining active stands deploy as a Dismounted Skirmish Screen (Light Cover: 5+ Save in open ground).
  • Remounting: A dismounted regiment must return within 2.0" of its Horse Holder stand and spend a full active phase to remount into saddle.

  • Vulnerability of Mounts: If the Horse Holder stand is attacked or destroyed, the troopers are stranded on foot for the remainder of the battle.


3.0 Cavalry Weaponry & Carbine Mechanics

Cavalry armaments varied from muzzleloading carbines to rapid-firing repeaters:

Firearm Type Short Range (0–6") Medium Range (6–14") Long Range (14–18") Firepower Characteristics & Traits
Breechloader (Sharps / Burnside) 4+ 4+ 5+ Rapid Reload: Roll +1 Bonus Die per 2 firing stands in unit.
Repeating Carbine (Spencer / Henry) 3+ 4+ 5+ Devastating Volume: Adds +2 Bonus Dice to total shooting pool.
Muzzleloading Carbine / Musketoon 4+ 5+ β€” Standard cavalry carbine; no rate-of-fire bonuses.
Shotguns & Revolver Pairs 3+ β€” β€” Deadly Point-Blank: Hits on 3+ at ≀ 4.0"; +1 Melee; no range > 4.0".

Tactical Limitations & Ammo Depletion

  • Mounted Fire from the Saddle: Mounted cavalry firing carbines or revolvers may only shoot at Short Range (0–6"), rolling 1D6 per 2 stands (rounded down).
  • Rapid Fire & Low Ammo: If a repeating unit armed with Spencers or Sharps rolls two or more natural 1s on its shooting dice, place a Low Ammo Marker on it (loses bonus dice until resupplied).

4.0 Screening, Reconnaissance & Evasion Tactics

  • Flank & Vanguard Screens: A cavalry regiment may deploy as an extended Screen covering up to 12.0 inches across a brigade's front. Enemy units beyond 12.0" cannot draw direct LOS to friendly infantry behind the screen.

  • Cavalry Evasion (Reaction 3): When formed enemy infantry closes within 6.0" or declares a charge, the screen may evade 6.0" (Mounted) or 4.0" (Dismounted) to the rear through friendly lines without causing disorder.

  • Delaying Actions: Dismounted cavalry can fire a defensive volley, withdraw 4.0" back to horse holders, remount, and redeploy on the next ridge line.


5.0 Horse Artillery ("Flying Batteries")

Attribute Tactical Specification
Ordnance Types 3-inch Ordnance Rifles or 12-pdr Napoleons
Limbered Speed 10.0" Open Ground / 14.0" on Roads
Rapid Deployment Limber or Unlimber for HALF MOVE (4.0" Move + Fire in same turn)
Prolonge Speed 3.0" by hand in action front
Firepower Profile 2D6 per Section (Standard Field Artillery Matrix)
  • Organization: In Horse Artillery, every cannoneer is mounted on an individual horse, allowing unmatched tactical velocity.
  • The Flying Battery Tactic: Horse artillery may unlimber within 6.0" of an enemy to deliver canister hitting on 2+ (Napoleons) or 3+ (Rifles), automatically inflicting an immediate Disorder Marker.

6.0 Extended Examples of Play

Example 1: Buford's Dismounted Stand on McPherson's Ridge

Tactical Situation

  • Defender: 8th Illinois Cavalry (4 stands starting strength):
  • 3 stands dismounted in Skirmish Order behind a split-rail fence along the ridge.
  • 1 Horse Holder stand concealed in a swale 3.0" behind the ridge.
  • Armed with Spencer Repeating Carbines.
  • Attacker: 5th Alabama Infantry advancing in Assault Column along the pike at a distance of 10.0" (Medium Range).

Step-by-Step Resolution

  1. Dice Pool Formulation: 3 dismounted stands armed with Spencers (+2 Bonus Dice) = 5D6 total.
  2. To-Hit Roll: At Medium Range (6–14"), Spencers hit on 4+:
  3. Rolls: [4, 2, 5, 6, 1] = 3 hits scored (including one natural 6).
  4. Suppression & Disorder: The natural 6 inflicts an immediate Disorder Marker on the 5th Alabama.
  5. Casualties: The 5th Alabama is in Assault Column on the open road (-1 Cover Save penalty; no cover):
  6. 3 hits = 1 stand removed, with 1 Micro-Hit carried over.
  7. The Alabama column is halted in its tracks, Disordered.

Example 2: Mounted Shock Charge Against a Disordered Line

Tactical Situation

  • Attacker: 1st Virginia Cavalry (4 stands, Fresh, Mounted Line) declares a charge across open pasture against the 121st Pennsylvania (10.0" separation).
  • Defender: 121st Pennsylvania (3 stands, Spent, Disordered from prior artillery fire).

Step-by-Step Resolution

  1. Charge Approach: Because the Pennsylvania infantry is already Disordered, it cannot fire a Closing Defensive Volley. The cavalry closes the full distance into base contact!
  2. Opposed Melee Roll:
  3. 1st Virginia Cavalry (Attacker): Roll 4.
    • Score = 4 (Die) + 4 (Stands) + 1 (Fresh) + 1 (Momentum) + 1 (Cavalry Shock) = 11
  4. 121st Pennsylvania (Defender): Roll 3.
    • Score = 3 (Die) + 3 (Stands) - 1 (Spent) - 2 (Disordered) = 3
  5. Melee Aftermath:
  6. Margin of Defeat: 11 - 3 = +8 (Catastrophic Overrun).
  7. Double Disorder Clause: Already Disordered prior to melee, the 121st PA suffers the standard defeat loss (1 Stand Loss + 6.0" retreat) plus 1 additional Micro-Hit.
  8. The Pennsylvania regiment is reduced to 2 stands, takes a micro-hit, and flees 6.0". The 1st Virginia consolidates 2.0" forward.

7.0 Designer Notes: The Evolution of American Cavalry

Early in the Civil War, romantic notions of European cavalry charges dominated both armies. But the lethal range of rifled muskets quickly proved that massed cavalry charges against formed, steady infantry were suicidal.

Instead, American cavalry evolved into the most modern, versatile arm on the battlefield: mounted infantry and mobile shock dragoons.

  • Buford at Gettysburg: On July 1, 1863, General John Buford dismounted his two cavalry brigades along McPherson's Ridge. Using single-file horse holders, fence lines, and rapid-firing carbines, Buford's 2,500 troopers held off Henry Heth’s 7,500-man Confederate infantry division for over two critical hours until the Union I Corps arrived.
  • Stuart and Sheridan: In the East and West, cavalry was used for deep scouting, screening brigade maneuvers, seizing bridges, and striking retreating or disordered enemy lines with devastating momentum.

The rules in this chapter accurately capture this dual nature:

  1. Dismounting with Horse Holders: Enforces the historical trade-offβ€”dismounting gives you dispersed, hard-to-hit skirmishers armed with rapid-firing breechloaders, but permanently ties down 25% of your fighting manpower to hold the horses.
  2. Vulnerability of Mounts: Placing your Horse Holder stand in an exposed field risks losing your horses to enemy fire, leaving your troopers stranded as slow foot skirmishers.
  3. Opportunistic Shock: Mounted cavalry remains terrifying against disordered, retreating, or marching columns, but charging a solid battle line waiting behind a fence will get your saddles emptied in seconds.

09. PICKUP GAMES & SCENARIO GENERATION

"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." β€” General Ulysses S. Grant, 1864


1.0 The Random Engagement Generator

While Dress on the Colors is designed for historical battles, players will often want balanced, competitive pickup games at their local club or home table.

Pre-Game Setup Sequence

  1. Agree on Army Point Limits / Brigades: Typically 2–3 Brigades per player (8–12 regiments plus artillery).
  2. Roll Deployment Type (1D6): Determines arrival timings, table zones, and reserves.
  3. Roll Victory Conditions (1D6): Establishes battle duration and win objectives.
  4. Determine Table Edge & Initiative: Players roll 1D6 against each other. The higher roller chooses their table edge and decides who deploys the first brigade. The player who deploys first is the Active Player for Turn 1.

2.0 Deployment Type Matrix (Roll 1D6)

1D6 Roll Deployment Name Battlefield Setup & Reserve Mechanics
1 The Meeting Engagement Vanguard forces collide. Both sides deploy only 1 Brigade within 6.0" of their table edges. Remaining brigades are held in reserve: 2nd Brigade arrives on Turn 2, remaining forces on Turn 3.
2 The Pitched Battle Formed battle lines. Both players deploy entire armies simultaneously within 12.0" of their friendly table edges, alternating brigade by brigade.
3 Flank March Surprise flank assault. Defender deploys normally (12.0" from edge). Attacker deploys half their force; the other half arrives on Turn 3 from a random flank (1D6: 1–3 Left Edge, 4–6 Right Edge).
4 Dawn Assault Early morning fog. Defender deploys up to 18.0" from edge. Attacker begins completely off-table, advancing on Turn 1. On Turn 1, all shooting and command ranges are halved due to dense morning mist.
5 Echelon Attack Diagonal confrontation. Players choose opposite table corners. Deployment zones extend 18.0" radially outward from chosen corners. The armies fight diagonally across the table center.
6 River Crossing Forcing the ford. The battlefield is bisected horizontally by a river with only 2 passable fords or bridges. Defender deploys on one side; Attacker deploys on the other and must force a crossing under fire.

3.0 Victory Conditions Matrix (Roll 1D6)

1D6 Roll Victory Condition Objectives, Scoring & Game Length
1 – 2 Break the Enemy Pure Army Morale. No turn limit. The battle ends immediately when one army has 50% or more of its Brigades in a "Broken" state on the Faltering Clock. The broken army yields the field.
3 – 4 Key Terrain Objective Control. Players place 3 Objective Markers along the table centerline (crossroads, ridges, farmsteads). Game lasts 6 Turns. The player controlling the most objectives at the end of Turn 6 wins. (Control requires an undisordered unit within 3.0" with no enemy within 3.0").
5 Breakthrough Shatter the Line. Game lasts 6 Turns. The Attacker wins if they exit at least 2 undisordered infantry regiments off the Defender's starting edge. The Defender wins if they prevent this by end of Turn 6.
6 The Grand Hybrid Casualties & Ground. Game lasts 8 Turns. Score 1 VP for every enemy brigade Broken on the Faltering Clock, and 1 VP for holding the center point of the battlefield at the end of Turn 8.

10. INTRODUCTORY SCENARIO: "CLASH AT HERON'S CREEK" (AUTUMN 1862)


1.0 Historical Background & Tactical Context

Late September 1862, Maryland Campaign. In the wake of intense clashes along the Potomac, a Federal division advances to secure the vital road junction and stone bridge spanning Heron's Run Creek. Simultaneously, a Confederate rearguard division is ordered to seize the dominant high ground and deny the crossing to cover the withdrawal of the army's supply trains.

Tactical Parameters

  • Table Dimensions: 4.0 ft (Deep) Γ— 6.0 ft (Wide) (48" Γ— 72").
  • Ground Scale: 1 inch = 25–30 yards; 15mm miniatures standard.
  • Duration: Exactly 7 Game Turns (~2.5 to 3.5 hours playtime).
  • Player Allocation: Designed for 4 Players (2 Union Wing Commanders, 2 Confederate Wing Commanders) or 2 Players head-to-head.

2.0 Battlefield Map & Terrain Specifications

Master Terrain Matrix

Terrain Feature Table Coordinates Movement Impact Cover Save Tactical & Line of Sight (LOS) Impact
Heron's Run Creek Bisects table East-to-West (y = 24") -2.0" Penalty None Halts charges across waterbed; must cross at Bridge or Ford.
The Stone Bridge Center of Creek (x = 36", y = 24") Road Speed (12") None Primary Objective (3 VP). Bottleneck defile.
The Shallow Ford East of Bridge (x = 52", y = 24") Standard Speed None Allows Line of Battle to cross without disorder.
Miller's Farm North-East (x = 50"–64", y = 34"–42") -2.0" to Enter Heavy (4+) Secondary Objective (2 VP). Masonry walls grant +2 Melee.
Oak Ridge Woods North-West (x = 8"–24", y = 32"–44") 4.0" Max Speed Light (5+) Blocks LOS beyond 6.0". Line of Battle disorders to enter.
The Cornfield South-West (x = 12"–28", y = 8"–18") -2.0" Penalty Light (5+) Dense stalks: Blocks LOS beyond 4.0".
The Low Ridge South-East (x = 48"–66", y = 8"–16") Standard Speed None Secondary Objective (2 VP). Crest grants +1 Melee downhill.
Split-Rail Fences Bordering Cornfield and Roads -2.0" to Cross Light (5+) Linear obstacle; grants 5+ save against frontal fire.

3.0 Scenario Rules & Victory Objectives

  • Deployment Protocol:
  • Confederate Side (North): Deploys first, entirely within 6.0 inches of the North table edge.
  • Union Side (South): Deploys second, entirely within 6.0 inches of the South table edge.
  • Initiative: The Union player is the Active Side on Turn 1.
  • Game Length: Concludes at the end of Turn 7 (Phase 5 Clean-up).

Victory Point (VP) Scoring

Victory Objective Control Requirement VP Award
The Stone Bridge (Primary) Controlled by having an undisordered unit within 4.0" with no enemy within 4.0". 3 VP
Miller's Farmstead (Secondary) Controlled by garrisoning farm buildings or holding perimeter walls. 2 VP
The Low Ridge Crest (Secondary) Controlled by occupying the Level 1 crestline. 2 VP
Brigade Casualty Bonus Forcing an enemy brigade into Hesitant State (30% losses). 1 VP each
Brigade Shatter Bonus Forcing an enemy brigade into Broken State (50% losses). 3 VP each
  • Major Victory: Margin of +4 or more VP.
  • Minor Victory: Margin of +1 to +3 VP.
  • Draw: Equal VP totals.

4.0 Union Order of Battle (Army of the Potomac)

Total Force Strength: 8 Infantry Regiments, 2 Artillery Batteries (42 Total Stands / ~2,800 men).

Union 1st Brigade ("Western Volunteers") β€” Left Wing

  • Brigade Commander: Brig. Gen. Marcus Vance (Aggressive / Brilliant β€” Roll 1D3 + 1 Pips per turn).
  • Brigade Strength: 21 Total Stands.
  • Faltering Thresholds: Hesitant at 7 Stands Lost (30%) | Broken at 11 Stands Lost (50%).

2nd Wisconsin Infantry Regiment (Iron Brigade)

  • Starting Strength: 6 Stands (Large) | Troop Quality: Veteran (Discipline Check: 3+)
  • Armament: Rifled Muskets (.58) | Health Track: Fresh: 6–5 | Worn: 4–3 | Spent: 2 | Shattered: 1
  • Special Trait β€” Iron Discipline: Ignores first natural 6 Disorder result each game turn. Rallies naturally on 3+ on 1D6.

6th Wisconsin Infantry Regiment

  • Starting Strength: 5 Stands (Standard) | Troop Quality: Regular (Discipline Check: 4+)
  • Armament: Rifled Muskets (.58) | Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 | Shattered: 1
  • Special Trait β€” Steady: +1 to Discipline Checks caused by Closing Volleys. May re-roll one failed cover save per battle.

19th Indiana Infantry Regiment

  • Starting Strength: 5 Stands (Standard) | Troop Quality: Regular (Discipline Check: 4+)
  • Armament: Rifled Muskets (.58) | Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 | Shattered: 1
  • Special Trait: Standard disciplined line infantry.

7th Wisconsin Infantry Regiment

  • Starting Strength: 4 Stands (Small) | Troop Quality: Regular (Discipline Check: 4+)
  • Armament: Smoothbore Muskets (.69) | Health Track: Fresh: 4 | Worn: 3 | Spent: 2 | Shattered: 1
  • Special Trait β€” Buck & Ball Specialists: Hits on 3+ at Short Range (0–6"); cannot fire beyond 14.0".

Battery B, 4th US Artillery

  • Starting Strength: 1 Stand (Section) | Troop Quality: Veteran (Discipline Check: 3+)
  • Armament: 12-pdr Napoleons (Smoothbore Gun-Howitzer)
  • Combat Profile: Canister (0–6"): 2+ Hit (4D6, Auto-Disorder) | Medium (6–18"): 4+ Hit (2D6) | Long (18–30"): 5+ Hit (1D6)
  • Special Trait β€” Canister Specialists: May re-roll 1 missed die in canister range.

Union 2nd Brigade ("Keystone Brigade") β€” Right Wing

  • Brigade Commander: Brig. Gen. Arthur Potts (Reliable / Standard β€” Roll 1D3 Pips per turn).
  • Brigade Strength: 21 Total Stands.
  • Faltering Thresholds: Hesitant at 7 Stands Lost (30%) | Broken at 11 Stands Lost (50%).

143rd Pennsylvania Infantry Regiment

  • Starting Strength: 6 Stands (Large) | Troop Quality: Regular (Discipline Check: 4+)
  • Armament: Rifled Muskets (.58) | Health Track: Fresh: 6–5 | Worn: 4–3 | Spent: 2 | Shattered: 1
  • Special Trait: Standard line infantry.

149th Pennsylvania Infantry Regiment ("Bucktails")

  • Starting Strength: 5 Stands (Standard) | Troop Quality: Veteran (Discipline Check: 3+)
  • Armament: Rifled Muskets (.58) | Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 | Shattered: 1
  • Special Trait β€” Bucktail Skirmishers: May detach 1 stand as a Skirmish Screen for free without spending half-move. Re-roll 1 missed shot at 6"–14".

150th Pennsylvania Infantry Regiment

  • Starting Strength: 5 Stands (Standard) | Troop Quality: Regular (Discipline Check: 4+)
  • Armament: Rifled Muskets (.58) | Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 | Shattered: 1
  • Special Trait: Standard line regiment.

121st Pennsylvania Infantry Regiment

  • Starting Strength: 4 Stands (Small) | Troop Quality: Green (Discipline Check: 5+)
  • Armament: Rifled Muskets (.58) | Health Track: Fresh: 4 | Worn: 3 | Spent: 2 | Shattered: 1
  • Special Trait β€” Seen the Elephant: Must pass a 5+ Discipline Check the first time it takes fire; failure inflicts instant Disorder.

Cooper's Battery B, 1st Pennsylvania Artillery

  • Starting Strength: 1 Stand (Section) | Troop Quality: Regular (Discipline Check: 4+)
  • Armament: 3-inch Ordnance Rifles (Wrought Iron)
  • Combat Profile: Canister (0–6"): 3+ Hit (3D6) | Medium (6–20"): 4+ Hit (2D6) | Long (20–36"): 4+ Hit (2D6)
  • Special Trait β€” Long-Range Counter-Battery: Hits on 4+ out to 36.0" when deployed on elevated terrain.

5.0 Confederate Order of Battle (Army of Northern Virginia)

Total Force Strength: 8 Infantry Regiments, 2 Artillery Batteries (41 Total Stands / ~2,750 men).

Confederate 1st Brigade ("Stonewall Veterans") β€” Left Wing

  • Brigade Commander: Brig. Gen. Richard Garnett (Aggressive / Brilliant β€” Roll 1D3 + 1 Pips per turn).
  • Brigade Strength: 21 Total Stands.
  • Faltering Thresholds: Hesitant at 7 Stands Lost (30%) | Broken at 11 Stands Lost (50%).

4th Virginia Infantry Regiment (Stonewall Brigade)

  • Starting Strength: 6 Stands (Large) | Troop Quality: Veteran (Discipline Check: 3+)
  • Armament: Rifled Muskets (.58) | Health Track: Fresh: 6–5 | Worn: 4–3 | Spent: 2 | Shattered: 1
  • Special Trait β€” Rebel Yell: +1 to Opposed Melee Rolls when charging or counter-charging. Forces defender Discipline Check on contact.

2nd Virginia Infantry Regiment

  • Starting Strength: 5 Stands (Standard) | Troop Quality: Veteran (Discipline Check: 3+)
  • Armament: Rifled Muskets (.58) | Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 | Shattered: 1
  • Special Trait β€” Rebel Yell: +1 to Melee Rolls in Assaults.

5th Virginia Infantry Regiment

  • Starting Strength: 5 Stands (Standard) | Troop Quality: Regular (Discipline Check: 4+)
  • Armament: Smoothbore Muskets (.69) | Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 | Shattered: 1
  • Special Traits β€” Rebel Yell + Buck & Ball: Hits on 3+ at Short Range (0–6"); +1 Melee when assaulting.

33rd Virginia Infantry Regiment

  • Starting Strength: 4 Stands (Small) | Troop Quality: Regular (Discipline Check: 4+)
  • Armament: Smoothbore Muskets (.69) | Health Track: Fresh: 4 | Worn: 3 | Spent: 2 | Shattered: 1
  • Special Traits β€” Rebel Yell + Buck & Ball: Deadly close-quarters assault regiment.

Rockbridge Artillery

  • Starting Strength: 1 Stand (Section) | Troop Quality: Veteran (Discipline Check: 3+)
  • Armament: 10-pdr Parrott Rifles (Cast Iron w/ Wrought Band)
  • Combat Profile: Canister (0–6"): 3+ Hit (3D6) | Medium (6–20"): 4+ Hit (2D6) | Long (20–36"): 4+ Hit (2D6)
  • Special Trait β€” Counter-Battery Experts: +1 to-hit enemy unlimbered batteries beyond 14.0".

Confederate 2nd Brigade ("Carolina Brigade") β€” Right Wing

  • Brigade Commander: Brig. Gen. Lawrence Branch (Reliable / Standard β€” Roll 1D3 Pips per turn).
  • Brigade Strength: 20 Total Stands.
  • Faltering Thresholds: Hesitant at 6 Stands Lost (30%) | Broken at 10 Stands Lost (50%).

7th North Carolina Infantry Regiment

  • Starting Strength: 5 Stands (Standard) | Troop Quality: Veteran (Discipline Check: 3+)
  • Armament: Rifled Muskets (.58) | Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 | Shattered: 1
  • Special Traits β€” Sharpshooters + Rebel Yell: Re-roll one missed die at Medium Range (6"–14"); +1 Melee in assaults.

18th North Carolina Infantry Regiment

  • Starting Strength: 5 Stands (Standard) | Troop Quality: Regular (Discipline Check: 4+)
  • Armament: Rifled Muskets (.58) | Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 | Shattered: 1
  • Special Trait β€” Rebel Yell: Standard disciplined Confederate battle line.

28th North Carolina Infantry Regiment

  • Starting Strength: 5 Stands (Standard) | Troop Quality: Regular (Discipline Check: 4+)
  • Armament: Rifled Muskets (.58) | Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 | Shattered: 1
  • Special Trait β€” Rebel Yell: Dependable line regiment.

37th North Carolina Infantry Regiment

  • Starting Strength: 4 Stands (Small) | Troop Quality: Green (Discipline Check: 5+)
  • Armament: Smoothbore Muskets (.69) | Health Track: Fresh: 4 | Worn: 3 | Spent: 2 | Shattered: 1
  • Special Traits β€” Seen the Elephant + Rebel Yell + Buck & Ball.

Fluvanna Artillery

  • Starting Strength: 1 Stand (Section) | Troop Quality: Regular (Discipline Check: 4+)
  • Armament: 12-pdr Napoleons (Smoothbore Gun-Howitzer)
  • Combat Profile: Canister (0–6"): 2+ Hit (4D6, Auto-Disorder) | Medium (6–18"): 4+ Hit (2D6) | Long (18–30"): 5+ Hit (1D6)
  • Special Trait β€” Point-Blank Defense: Auto-disorders any charging unit that crosses within 6.0".

6.0 Four-Player Command Assignments & Play Pacing

Command Role Left Wing Right Wing
Confederate Side (North) Player A: 1st Brigade (Garnett β€” Stonewall) Player B: 2nd Brigade (Branch β€” Carolinas)
Union Side (South) Player A: 1st Brigade (Vance β€” Western Volunteers) Player B: 2nd Brigade (Potts β€” Keystones)

Pacing Guidelines for a 3-Hour Battle

  • Turns 1–2 (Maneuver & Approach): ~20 minutes per turn. Both sides advance rapidly toward the creek and high ground.
  • Turns 3–5 (The Clash at Creek & Farm): ~30 minutes per turn. Resolving closing volleys, firefights across Heron's Run, and assaults on Miller's Farm.
  • Turns 6–7 (Climax & Faltering): ~25 minutes per turn. Brigade faltering thresholds trigger; decisive shock charges and final objective control.
  • Total Playtime: ~180 minutes (3.0 hours).

7.0 Tactical Advice & Scenario Designer Commentary

Tactical Briefing for Union Commanders

Your primary goal is to force a crossing at the Stone Bridge and Shallow Ford while using the Low Ridge to anchor your right flank.

  • Deploy Cooper’s Battery B (3-inch Rifles) on the Low Ridge immediately; its long range (36") allows plunging counter-battery fire against the Rockbridge Artillery.
  • Advance the Iron Brigade (2nd Wisconsin) directly toward the Bridge. Their Iron Discipline trait ensures they will not stall easily under artillery fire.
  • Watch out for the Confederate smoothbore units (5th & 33rd Virginia) lurking near the woodsβ€”do not let them close to within 6.0" where their Buck & Ball hits on 3+.

Tactical Briefing for Confederate Commanders

You are defending strong natural features: Oak Ridge Woods on your right and Miller’s Farm on your left.

  • Rush the 7th & 18th North Carolina into Miller’s Farm. The stone walls provide Heavy Cover (4+ save) and +2 in Melee, making the farmstead virtually impregnable to frontal assault.
  • Place the Fluvanna Artillery (Napoleons) covering the Stone Bridge defile. Any Federal unit attempting to cross the bridge into canister range (6.0") will face 4D6 hitting on 2+ with automatic Disorder.
  • Keep General Garnett's Stonewall Brigade in reserve behind the creek to execute a devastating Rebel Yell Counter-Charge when the Federals stumble crossing the water.

11. EXAMPLES OF PLAY & WALKTHROUGHS

"The hardest thing in war is not to fight, but to wait; to know when to strike and when to hold." β€” Major General Winfield Scott Hancock, 1863

This section provides narrative walkthroughs of the core mechanics in action. Each example establishes a tactical scenario and walks step-by-step through the rules.


Example 1: Staff Pips, Command Radius & Out-of-Command Inertia

Tactical Situation

A Brigadier General must maneuver their brigade across an open field, but one regiment has strayed far from the command staff, and another needs to push hard.

Step-by-Step Resolution

  • Phase 1 (Staff Pip Roll): General Branch rolls a 2 for his Staff Pips this turn, placing a D6 showing '2' on his base.
  • 7th North Carolina (In Command): The 7th NC is 6.0" away from Branch (Tier 2: Courier Range). Branch spends 1 Pip to issue a Double-Time order. They advance their base 6.0" speed plus a +3.0" bonus, moving 9.0" total to secure a stone wall.
  • 18th North Carolina (Out of Command): The 18th NC is 14.0" away (Tier 3: Distant Courier Range). Branch has only 1 Pip remaining, but Tier 3 orders cost 2 Pips. The regiment is Out of Command:
  • It cannot receive pips for assaults or double-time.
  • Under the Inertia Rule, it executes its free standard move straight ahead in formation, unable to wheel or deploy into line.

Example 2: Defensive Reactions & Opportunity Fire

Tactical Situation

A Confederate column attempts to march quickly past a deployed Union line, exposing its flank. The Union player interrupts the movement to punish the maneuver.

Step-by-Step Resolution

  • Movement Advance: The 5th Virginia is formed in Road Column and begins a 12.0" march along a track across the front of the 14th Brooklyn (deployed stationary in Line of Battle).
  • The Interruption: At the 3.0" mark of the march, the 5th Virginia crosses into the Brooklyn regiment's 45Β° firing arc within 8.0". The Union player halts the move and declares Reaction 2: Opportunity Fire.
  • Fire Resolution:
  • The 14th Brooklyn rolls its standard musketry dice pool.
  • Because the target is in Road Column, the Virginians suffer a -2 penalty to all saves.
  • Casualties and any suppression are applied immediately.
  • Movement Resumption: The 5th Virginia (having passed its discipline check) resumes its march, completing its remaining distance from the point of interruption. The Brooklyn regiment receives a Gunsmoke Marker and counts as having fired.

Example 3: The Assault & The 4.0-Inch Line

Tactical Situation

A Union regiment launches a bayonet charge against a defending Confederate line holding a stone wall.

Step-by-Step Resolution

  • Charge Declaration: The 2nd Wisconsin (Iron Brigade, 5 stands) spends 1 Staff Pip to assault the 26th North Carolina (5 stands) defending a stone wall 8.0" away.
  • Interruption at 4.0": At the 4.0" mark, movement pauses. The Confederate player declares Reaction 1: Closing Defensive Volley.
  • Defensive Fire: The North Carolinians roll their short-range volley (5D6, hitting on 4+). They score 2 hits and one natural 6.
  • The Test of Nerve: The Wisconsin regiment loses 1 stand and receives a Disorder Marker from the natural 6, forcing an immediate Discipline Check (3+ for Veterans). Wisconsin rolls a 4 β€” Passed!
  • Physical Contact & Melee: The Wisconsin veterans surge across the remaining 4.0" into contact at the stone wall. The defenders gain +2 for the Stone Wall; the attackers have lost charging momentum. Both sides roll 1D6 + stands; the repulsed side retreats 3.0" Disordered.

Example 4: Brigade Morale & The Faltering Clock

Tactical Situation

A brigade has taken severe casualties over several turns and approaches its breaking point.

Step-by-Step Resolution

  • Tracking Attrition: The Irish Brigade started with 20 stands. Over three turns, losses reach 5 stands. The Union player keeps the casualty die on the Brigadier's base rotated to 5.
  • The Breaking Point: During Phase 3, an enemy volley inflicts another stand loss, clicking the casualty die to 6 (30% Exhaustion Threshold).
  • Hesitant Status Triggered: The Irish Brigade immediately receives a Hesitant Marker:
  • It cannot declare Assaults or use Double-Time.
  • All future musketry rolls suffer -1 to-hit, and all units suffer -1 to Discipline Checks.
  • The Commander's Dilemma: The Brigadier must spend subsequent turns rallying disrupted lines and consolidating reserves, abandoning the offensive to prevent the brigade from reaching 50% losses and collapsing into a Broken rout.

QUICK REFERENCE SHEET β€” PAGE 1

Master Sequence, Command, Maneuver, Terrain & Defensive Reactions


1.0 Master Turn Sequence of Play

Phase Phase Designation Acting Side Core Sequence & Actions
1 Staff & Command Simultaneous Roll Staff Pips; check Brigade Fatigue thresholds; spend/reserve reaction pips.
2 Maneuver & Assault Active Side Free standard maneuvers (Line 6", Col 8"); Pip special orders (Charge 9", Double-Time +3"); Defender reactions.
3 Ranged Combat Active Side Stationary units fire musketry & artillery in 45Β° arc; resolve saves & Gunsmoke.
4 Assault Resolution Simultaneous Base contact combats resolve Opposed Shock Melee (1D6 + Stands + Modifiers); losers retreat Disordered.
5 Status & Clean-Up Joint Dissipate smoke, check natural rallying (3+/4+/5+), swap Active/Reactive roles.

2.0 Command Structure & Staff Pip Allocation

  • Command Radius (4 Tiers): Measured from any edge of Brigadier to regiment's center-front Color Stand:
  • 0 – 6.0" (Bugle / Voice): 1 Pip, impassable terrain does not block orders.
  • 6.0" – 12.0" (Mounted Courier): 1 Pip, path traces around impassable terrain.
  • 12.0" – 24.0" (Distant Courier / Out of Command): 2 Pips, limited free moves, -1 Discipline.
  • > 24.0" (Out of Communication): Cannot receive Staff Pips for any reason.
Brigadier Rating Staff Pip Roll Free Standard Orders (In Radius) Staff Pip Special Menu (Cost: 1 Pip, or 2 if >12")
Aggressive / Brilliant 1D3 + 1 Pips (2–4) β€’ Advance in Line (6") or Column (8") β€’ Regimental Assault: 1 Pip (9" charge)
Reliable / Standard 1D3 Pips (1–3) β€’ Change Formation / Wheel up to 45Β° β€’ "Dress on Colors" Assault: 2 Pips (Multi-regiment)
Timid / Political 1D3 Γ· 2 (Up) (1–2) β€’ Hold Position & Fire in Phase 3 β€’ Double-Time: +3.0" to advancing infantry
Division Commander +1 Bonus Pip / Turn β€’ Limber or Unlimber Artillery Battery β€’ Rally Line: Instantly remove 1 Disorder marker
Attached Brigadier +1 Melee / +1 Disc. β€’ Skirmish Screen Recall / Dress Ranks β€’ Concentrated Battery: Combine up to 3 gun sections
Hoarding / Banked Save 1 Pip for Next Turn β€’ Sidestep / Oblique (3.0" lateral gap close) β€’ Reserve for Reaction: Bank 1 Pip for enemy turn

3.0 Master Formations, Movement Rates & Terrain Penalties

Unit Type & Formation Open Ground Woods / Rough Road / Trail Obstacle Crossing Formation Tactical Characteristics
Infantry Line of Battle 6.0" 4.0" 6.0" -2.0" Full firing pool (1D6/stand); max 45Β° wheel; baseline battle line.
Infantry Assault Column 8.0" 5.0" 9.0" -2.0" Front rank only fires (2D6); +1 Melee; -1 save vs. all artillery.
Infantry Road Column 10.0" 6.0" 12.0" -1.0" Rapid road march; cannot fire/charge; -2 saves if attacked.
Mounted Cavalry (Line) 9.0" 5.0" 14.0" -3.0" +1 Shock vs. open infantry; 12.0" charge; pistol/carbine ≀ 6.0".
Dismounted Cav Skirmish 5.0" 4.0" 6.0" -1.0" 1-in-4 Horse Holder deduction; counts as Light Cover (5+) in open.
Artillery (Limbered) 8.0" 3.0" 12.0" -4.0" Cannot fire; takes full turn to unlimber (Horse Art: half-move).
Artillery (Prolonge / Hand) 2.0" 0.0" 2.0" Impassable May pivot up to 45Β° and fire in same turn.
  • Terrain Line of Sight (LOS) Limits: Dense Woods (Blocks > 3.0"); Cornfields (Blocks > 4.0"); Orchards (Blocks > 6.0"); Reverse Slopes (Dead Ground, blocks all LOS from lower ground).

4.0 The 5 Defensive Reaction Windows

Reaction Name Primary Trigger Cost / Requirement Tactical & Combat Resolution
1. Closing Volley Enemy charges within 4.0" Free (Undisordered & Unsmoked) Point-blank volley (1D6/stand). If 1+ hit or Nat 6, charger tests Discipline (4+) or stalls 2.0" away Disordered. Place Smoke.
2. Opportunity Fire Enemy crosses arc (< 8.0") Free (Unengaged & Unsmoked) Pauses enemy move mid-stride; fires volley; places Smoke; firer counts as fired for next turn.
3. Skirmish Evade Formed enemy closes within 6.0" Free Screen escapes 4.0"–6.0" through friendly lines without disorder. If contacted, screen is instantly destroyed.
4. Refuse Flank Enemy enters flank (45°–90Β°) 1 Reserved Pip (or 4+ Check) Outer 1–2 stands wheel 45Β° back; cancels enemy +1 enfilade to-hit and +2 flank melee bonuses.
5. Counter-Charge Enemy declares charge in open 1 Reserved Pip (Rebel Yell/Cav) Defender surges 2.0"–3.0" forward; cancels attacker momentum; applies +1 Shock trait.

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QUICK REFERENCE SHEET β€” PAGE 2

Combat, Gunsmoke, Opposed Melee, Morale & Casualties


1.0 Master Ranged Weapon Profiles Matrix

  • Eligibility: Must have chosen "Hold Position" in Phase 2. 45Β° forward firing arc.
  • Friendly Fire: Cannot fire through formed friendly lines. May fire through Skirmish Screens at -1 to-hit.
  • Artillery Overhead: Level 1+ artillery may fire Shell/Solid over Level 0 friendlies if friendly is >6.0" from muzzle and >4.0" from target. No Canister overhead.
  • Suppression: A Natural 6 (at 0–6.0") or Two 6s (at >6.0") triggers a Shock Test (Discipline 4+). Failure inflicts a Disorder Marker.
Weapon Classification Point-Blank (0"–4.0") Medium (4.1"–8.0") Long (8.1"–16.0") Special Weapon Trait & Tactical Rules
Smoothbore Musket (.69 Buck & Ball) 4+ (2 Dice / stand) 4+ (1 Die / stand) β€” Buck & Ball: Devastating at point-blank; zero capability beyond 200 yards.
Rifled Musket (Springfield / Enfield) 4+ (1 Die / stand) 4+ (1 Die / stand) 5+ (1 Die / stand) Universal Standard: Reliable, accurate firepower across all tactical bands.
Magazine Repeater (Spencer / Henry) 4+ (3 Dice / stand) 5+ (1 Die / stand) β€” Rapid Fire: 3 dice at point-blank. Skirmishers gain Light Cover (5+) in open ground.
Single-Shot Breechloader (Sharps) 4+ (1 Die / stand) 4+ (1 Die / stand) 4+ (1 Die / stand) Prone Reload: No long-range penalty. Skirmishers gain Light Cover (5+) in open ground.
12-pdr Napoleon (Smoothbore Gun) 2+ (3 Dice, No Saves) 3+ (2 Dice, 4.1"–10") 4+ (>10") Canister Monster: Double canister ignores light cover saves at Point-Blank.
3-inch Ordnance / 10-pdr Parrott 3+ (3 Dice, No Saves) 4+ (2 Dice, 4.1"–10") 4+ (>10") Precision Shell: High velocity; superior long-range counter-battery weapon.

2.0 Cover Saves, Casualties & Gunsmoke Rules

  • Cover Saves (Defender rolls 1D6 per hit):
  • Open Ground / Pasture: No Save (All hits count).
  • Light Cover (Fences, Woods, Cornfields, Orchards, Skirmishers): Saves on 5+.
  • Heavy Cover (Stone Walls, Earthworks, Sunken Roads, Stone Farmsteads): Saves on 4+.
  • Casualty Stand Removal: Every 2 Unsaved Hits = Remove 1 Physical Stand (60–75 men). Track 1 odd hit on micro-dice.
  • Plunging Fire & Overshoot: A Natural 6 rolled to-hit affects a secondary unit within 4.0" directly behind target:
  • Infantry: 1 stray hit maximum.
  • Artillery Shell/Solid (>8.0"): 1 automatic Unsaved Hit.
  • Artillery Canister (≀8.0"): 1 stray hit for every Natural 6 rolled.
  • Gunsmoke Obscuration: Place a Smoke Marker against front base of firing unit. LOS through/out of smoke beyond 6.0" suffers -1 to-hit. Point-blank fire (0–6.0") ignores smoke. Removed when unit moves or holds fire for full turn.

3.0 Opposed Melee / Shock Resolution (Phase 4)

Final Shock Score = 1D6 + Engaged Stands + Tactical Modifiers

Tactical Shock Modifier Value Applied To Mandatory Condition
Fresh Regimental Health +1 Either > 75% original stands remaining in unit.
Spent Regimental Health -1 Either < 35% original stands remaining in unit.
Charging Momentum +1 Attacker Advanced β‰₯ 3.0" across open ground into contact.
Assault Column Formation +1 Attacker Formed 2 stands wide Γ— 2+ ranks deep.
Confederate Rebel Yell +1 Attacker Unit possesses Rebel Yell trait (Charge or Counter-Charge).
Mounted Cavalry Shock +1 Cavalry Mounted charge against infantry in open ground.
Defending Heavy Fortifications +2 Defender Touching Stone Wall, Earthworks, or Sunken Road.
Defending Light Cover / Crest +1 Defender Touching Split-Rail Fence or deployed on Hill Crest.
Enfilade / Flank / Rear Contact +2 Attacker Contacted behind target's 90Β° flank line.
Unit is Disordered -2 Either Unit possesses a Disorder Marker.
Brigadier General Attached +1 Either Brigadier attached to center Color Stand.

Melee Outcome (Margin of Defeat Matrix)

  • Victor: Holds ground; sustains 0 mandatory losses; takes free 2.0" consolidation move.
  • Margin 0 (Tie β€” Draw): Both units take 1 Micro-Hit, gain Disorder, remain locked in melee.
  • Margin 1 – 2 (Repulse): Loser takes 1 Micro-Hit, retreats 3.0" Disordered.
  • Margin 3 – 4 (Bloody Rout): Loser takes 1 Full Stand Loss (2 Hits), retreats 6.0" Disordered.
  • Margin 5+ (Overrun): Loser takes 2 Full Stand Losses (4 Hits), routs 9.0" Disordered (Shatters if 1 stand remains).
  • Double Disorder Clause: If the loser was already Disordered prior to melee, take an additional 1 Micro-Hit.

4.0 Discipline Checks, Morale & Brigade Faltering

  • Discipline Checks (1D6): Veteran (3+) | Regular (4+) | Green (5+).
  • Regimental Shatter Threshold: Any regiment reduced to 1 stand remaining immediately shatters and is removed from play.
  • The Brigade Faltering Clock (Tracked via D6 on Brigadier Base):
  • Hesitant Threshold (30% Brigade Stands Lost): Cannot assault; cannot double-time; -1 to all shooting dice; -1 to all Discipline Checks.
  • Broken / Whipped Threshold (50% Brigade Stands Lost): Complete collapse; all units gain Disorder and must spend subsequent turns executing full retrograde moves (6.0") off the friendly table edge.

5.0 Leader Casualties & Historical Traits Reference

  • Leader Risk Trigger: If attached Brigadier's regiment suffers a stand loss or a natural 6 to-hit, roll 1D6:
  • 1–3: Unhurt / Close Call.
  • 4: Lightly Wounded (-1 Staff Pip per turn).
  • 5: Severely Wounded / Captured (General removed; replacement uses Timid profile: 1D3 Γ· 2).
  • 6: Killed in Action (General removed; unit gains instant Disorder; all remaining pips lost).
  • Historical Traits Quick Reference:
  • Rebel Yell: +1 Melee when charging/counter-charging; forces enemy discipline check on contact.
  • Iron Discipline: Ignores first natural 6 Disorder result each turn; rallies on 3+.
  • Seen the Elephant: Must pass 5+ Discipline Check first time taking fire or become Disordered.
  • Steady: +1 to Discipline Checks from Closing Volleys; re-roll 1 failed cover save per game.
  • Bucktails / Sharpshooters: Re-roll 1 missed shooting die at Medium Range (6"–14").

12. BRIGADE ROSTERS, PLAY-AIDS & PRINTABLE TOKEN TEMPLATES


1.0 Roster Architecture & Play-Aid Design

  • Zero-Bookkeeping Principle: "Dress on the Colors" is engineered to minimize in-game paperwork. Physical stand removal handles regimental losses, and miniature cotton puffs represent Disorder and Gunsmoke.
  • Universal Formats:
  • Brigade Command Cards (4Γ—6 Index Card Size): Kept beside each player's table section. Tracks Brigadier quality, Staff Pip reserves, and the Brigade Faltering Clock.
  • Tabletop Tokens: Scaled for standard 0.75" to 1.0" (20–25mm) round or square markers.

2.0 Universal Brigade Command Card Template

Brigade Roster Field Card Specification Tabletop Function
Commander & Rank [Brigadier General / Colonel Name] Identifies command stand on table.
Leadership Rating Aggressive (1D3+1) / Reliable (1D3) / Timid (1D3Γ·2) Formula rolled in Phase 1 for Staff Pips.
Command Radius 12.0 Inches (acoustic & courier bubble) Maximum range for 1-Pip special orders.
Staff Pip Dice Track D6 Tracker: [1] [2] [3] [4] [Reserved] Rotate die to show available pips.
Brigade Faltering Clock Total Stands: ___ | Hesitant (30%): ___ | Broken (50%): ___ Red D6 on Brigadier base tracks stand losses.

3.0 Pre-Filled Scenario Cards: "Clash at Heron's Creek"

Union Command Cards

Union 1st Brigade ("Western Volunteers")

  • Commander: Brig. Gen. Marcus Vance (Aggressive: 1D3 + 1 Pips) | Command Radius: 12.0"
  • Starting Strength: 21 Stands | Faltering Clock: Hesitant at 7 Losses (30%) β€’ Broken at 11 Losses (50%)
  • Regimental Roster:
  • 2nd Wisconsin (Iron Brigade): 6 Stands (Vet 3+) β€’ Rifled Muskets β€’ Iron Discipline (ignores 1st nat 6 Disorder)
  • 6th Wisconsin: 5 Stands (Reg 4+) β€’ Rifled Muskets β€’ Steady (+1 Disc vs Closing Volley)
  • 19th Indiana: 5 Stands (Reg 4+) β€’ Rifled Muskets β€’ Standard Line
  • 7th Wisconsin: 4 Stands (Reg 4+) β€’ Smoothbores β€’ Buck & Ball (Hits on 3+ at 0–6")
  • Battery B, 4th US Artillery: 1 Stand β€’ 12-pdr Napoleons (Canister 2+ Hit, 4D6, Auto-Disorder)

Union 2nd Brigade ("Keystone Brigade")

  • Commander: Brig. Gen. Arthur Potts (Reliable: 1D3 Pips) | Command Radius: 12.0"
  • Starting Strength: 21 Stands | Faltering Clock: Hesitant at 7 Losses (30%) β€’ Broken at 11 Losses (50%)
  • Regimental Roster:
  • 143rd Pennsylvania: 6 Stands (Reg 4+) β€’ Rifled Muskets β€’ Standard Line
  • 149th Pennsylvania ("Bucktails"): 5 Stands (Vet 3+) β€’ Rifled Muskets β€’ Bucktail Skirmishers (free screen detach)
  • 150th Pennsylvania: 5 Stands (Reg 4+) β€’ Rifled Muskets β€’ Standard Line
  • 121st Pennsylvania: 4 Stands (Green 5+) β€’ Rifled Muskets β€’ Seen the Elephant
  • Cooper's Battery B, 1st PA: 1 Stand β€’ 3-inch Ordnance Rifles (Canister 3+, Medium/Long 4+)

Confederate Command Cards

Confederate 1st Brigade ("Stonewall Veterans")

  • Commander: Brig. Gen. Richard Garnett (Aggressive: 1D3 + 1 Pips) | Command Radius: 12.0"
  • Starting Strength: 21 Stands | Faltering Clock: Hesitant at 7 Losses (30%) β€’ Broken at 11 Losses (50%)
  • Regimental Roster:
  • 4th Virginia (Stonewall): 6 Stands (Vet 3+) β€’ Rifled Muskets β€’ Rebel Yell (+1 Melee)
  • 2nd Virginia: 5 Stands (Vet 3+) β€’ Rifled Muskets β€’ Rebel Yell (+1 Melee)
  • 5th Virginia: 5 Stands (Reg 4+) β€’ Smoothbores β€’ Rebel Yell + Buck & Ball (Hits 3+ at 0–6")
  • 33rd Virginia: 4 Stands (Reg 4+) β€’ Smoothbores β€’ Rebel Yell + Buck & Ball
  • Rockbridge Artillery: 1 Stand β€’ 10-pdr Parrott Rifles (Counter-Battery Experts: +1 to hit guns >14")

Confederate 2nd Brigade ("Carolina Brigade")

  • Commander: Brig. Gen. Lawrence Branch (Reliable: 1D3 Pips) | Command Radius: 12.0"
  • Starting Strength: 20 Stands | Faltering Clock: Hesitant at 6 Losses (30%) β€’ Broken at 10 Losses (50%)
  • Regimental Roster:
  • 7th North Carolina: 5 Stands (Vet 3+) β€’ Rifled Muskets β€’ Sharpshooters + Rebel Yell
  • 18th North Carolina: 5 Stands (Reg 4+) β€’ Rifled Muskets β€’ Rebel Yell
  • 28th North Carolina: 5 Stands (Reg 4+) β€’ Rifled Muskets β€’ Rebel Yell
  • 37th North Carolina: 4 Stands (Green 5+) β€’ Smoothbores β€’ Seen Elephant + Rebel Yell + Buck & Ball
  • Fluvanna Artillery: 1 Stand β€’ 12-pdr Napoleons (Point-Blank Defense: auto-disorders chargers ≀ 6")

4.0 Printable Markers & Status Tokens

Token Type Tabletop Rule & Visual Impact
Disordered -2.0" Move, -1 to-hit on Shooting, -2 in Melee, Cannot Charge.
Gunsmoke -1 To-Hit beyond 6.0" (Place in front of firing unit; removed on move/hold fire).
Hesitant Brigade at 30% losses: Cannot Assault, no Double-Time, -1 Shoot, -1 Discipline.
Broken Brigade at 50% losses: Complete collapse; mandatory 6.0" retreat each turn to edge.
Low Ammo Rolled two 1s on shooting: -1 to-hit until resupplied from wagon train.
Reserved Staff Pip Banked in Phase 1 to pay for Reaction 4 (Refuse Flank) or Reaction 5 (Counter-Charge).
Opportunity Fire Unit fired in enemy turn; cannot fire in own upcoming Phase 3.
Objective Control Placed on key crossroads, ridges, or farmsteads to track Victory Points.

5.0 Tactical Range Stick Template

Cut out a 1.0" Γ— 12.0" strip of cardstock or rigid plastic and mark the key tactical bands:

Range Band Measurement Core Rule Threshold
Point-Blank 0" – 4.0" Double Canister, Buck & Ball. Reaction B Closing Volley Trigger Line.
Short Range 0" – 6.0" Standard Canister. Gunsmoke ignored; point-blank sight line.
Medium Range 6.0" – 14.0" Standard Musketry Envelope (Springfield & Enfield).
Command Radius 0" – 12.0" Full Brigadier Command Bubble (1-Pip special orders).
Long Range 14.0" – 24.0" Rifled muskets long fire; rifled artillery direct bombardment.

6.0 Tabletop Marker Guidelines & Crafting Recommendations

  • Gunsmoke Markers (3D Alternative): Using 1.0-inch tufts of gray and white polyester fiberfill (pillow stuffing) glued to 1-inch metal washers creates a dramatic 3D visual on the table. Placing smoke in front of a regiment instantly reminds players of the -1 obscuration penalty.

  • Tracking Odd Micro-Hits: Keep a supply of 5mm or 7mm mini colored D6s. When a regiment sustains an odd hit (1 hit), place a micro-dice showing '1' behind the Color Stand. When the second hit arrives, remove the physical stand and clear the die.

  • Brigadier Command Base Setup: Mount your Brigadier on a 1.5" base with two small magnetic recesses or dice frames:

  • One standard colored D6 to track Current Available Staff Pips (1 to 4).

  • One small red D6 to track Cumulative Brigade Stand Losses for the Brigade Faltering Clock.