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ACW Miniatures Rules

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Author’s Note elcome to They Couldn’t Hit an Elephant the latest set of rules from TooFatLardies.

If you have not yet played a set of Lardy rules, expect well thought out, yet simple, combat mechanisms, and a focus on command and control. It is our hope that beginners will be

able to pick up the rules very quickly, and that veteran gamers will appreciate the fast, straightforward and historically accurate combat mechanisms, and the command and control rules will give even the most experienced player a different challenge every time.

These rules attempt to capture the flavour of the American Civil War, and particularly the individuality of the regiments and commanders that fought it. The command and control rules impart the “friction” to the battlefield which was prone to disrupt commander’s plans. The commander characteristics serve to add to the friction, or to enable an Inspirational leader to drive his men on in spite of the chaos around them. For the troops, the combination of training, character and weaponry classes allow the player to reproduce the enthusiastic, but raw recruits of 1861; to see the same men develop into the efficient and resolute infantry of 1862-3; and finally to represent the well-armed, veteran but war-weary troops of 1864-5, which gave the world a glimpse of future conflicts as the open battlefields gave way to trench lines.

Whilst we believe the basic rules give historical results, more experienced players may well wish to experiment further with the balance of the game. The rules are intended as a base which is robust to such customization, with the objective of allowing players to achieve a game which is in accord with their interpretation of ACW engagements. The most obvious method is by using the commander and unit characteristics to produce armies that are more aggressive or cautious, more mobile or hesitant, or more resilient simply by up or down-grading proportions of your troops. However, players are actively encouraged to add additional year, theatre or scenario specific rules to add period flavour.

For those not familiar with American Civil War folklore, the title of these rules derives from the death of the Union General John Sedgwick, the highest ranking officer from either side to be killed in action. The folklore of the period has it that “Sedgwick fell at the beginning of the Battle of Spotsylvania Court House, on May 9, 1864. His corps was probing skirmish lines ahead of the left flank of Confederate defenses and he was directing artillery placements. Confederate sharpshooters were about 1,000 yards away and their shots caused members of his staff and artillerymen to duck for cover. Sedgwick strode around in the open and was quoted as saying, "What? Men dodging this way for single bullets? What will you do when they open fire along the whole line? I am ashamed of you. They couldn't hit an elephant at this distance." Although ashamed his men continued to flinch and he repeated, "I'm ashamed of you, dodging that way. They couldn't hit an elephant at this distance." Just seconds later he fell forward with a bullet hole below his left eye”

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Contents

1 Unit organization ...................................................................................... 5

1.1 Regimental Organisation................................................................................................ 5 1.2 Base Sizes ........................................................................................................................ 5

2 Ground and Time Scales ........................................................................... 6 2.1 What’s the Ground Scale?............................................................................................... 6 2.2 What’s the Time Scale?................................................................................................... 6

3 Unit Formations ........................................................................................ 7 3.1 Infantry............................................................................................................................ 7 3.2 Cavalry............................................................................................................................. 7 3.3 Zone of Control ................................................................................................................ 7

4 Troop Classes............................................................................................. 8 4.1 Troop Classifications....................................................................................................... 8

5 Unit Status ................................................................................................ 9 5.1 Normal ............................................................................................................................. 9 5.2 Fightin’............................................................................................................................. 9 5.3 Defeated ........................................................................................................................... 9 5.4 Routed .............................................................................................................................. 9 5.5 Pursuit ............................................................................................................................. 9 5.6 Disordered........................................................................................................................ 9 5.7 Surprised ......................................................................................................................... 9

6 Command and Control ............................................................................ 10 6.1 Command Levels ........................................................................................................... 10 6.2 Command ‘Pips’ ............................................................................................................. 10 6.3 Command Ability .......................................................................................................... 10 6.4 Leadership Traits.......................................................................................................... 10 6.5 The Leadership Factor.................................................................................................. 11 6.6 Replacing Commanders ................................................................................................ 11

7 Terrain ..................................................................................................... 12 8 Orders ...................................................................................................... 14

8.1 Orders Defined .............................................................................................................. 14 8.1.1 Attack Orders ....................................................................................................... 14 8.1.2 Manoeuvre Orders................................................................................................ 14 8.1.3 Hold ....................................................................................................................... 14 8.1.4 Engage................................................................................................................... 14

9 Blinds & The Fog of War......................................................................... 15 9.1 The Role of ‘Blinds’........................................................................................................ 15

9.1.1 Column of March Blind........................................................................................ 15 9.1.2 Deployed Blind ..................................................................................................... 15

9.2 Voluntarily Deploying From Blinds............................................................................. 16 9.3 Dummy Blinds............................................................................................................... 16 9.4 Tactical Mode ................................................................................................................ 16

10 Order of Play............................................................................................ 17 10.1 The Cards....................................................................................................................... 17

10.1.1 The Blinds Cards.................................................................................................. 17 10.1.2 Gifted or Bold ....................................................................................................... 17 10.1.3 Cautious or Political............................................................................................. 17 10.1.4 Inspirational Commander ................................................................................... 17 10.1.5 Confederate Grand Tactical ................................................................................ 18 10.1.6 Coffee!.................................................................................................................... 18

10.2 A Commander’s Turn.................................................................................................... 18 11 Spotting.................................................................................................... 19

11.1 Spotting Process ............................................................................................................ 19 11.2 A Spotted Unit............................................................................................................... 19

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12 Command Phase ...................................................................................... 20 13 Tactical Command Phase........................................................................ 20

13.1 Using a Commander’s PIPs For Units on the Table................................................... 20 13.1.1 Actions Costing Two PIPs.................................................................................... 20 13.1.2 Actions Costing One PIP...................................................................................... 20 13.1.3 Actions Costing N0 PIPS ..................................................................................... 20 13.1.4 Using a Commander in Chief’s PIPs................................................................... 21

14 Fire Phase................................................................................................ 22 14.1 Artillery Fire.................................................................................................................. 22 14.2 Small Arms Fire ............................................................................................................ 22 14.3 How to Fire .................................................................................................................... 22 14.4 Effect of Fire .................................................................................................................. 23

15 Tactical Movement .................................................................................. 24 15.1 Tactical Movement Rates ............................................................................................. 24

15.1.1 Multiple Moves ..................................................................................................... 24 15.1.2 Multiple Units ...................................................................................................... 24 15.1.3 Moving in Difficult Terrain ................................................................................. 24

16 Status Check............................................................................................ 25 16.1 Risk to General Test ..................................................................................................... 25

17 Decisive Combat ...................................................................................... 26 17.1 Basic Requirements ...................................................................................................... 26 17.2 Fightin’ Units ................................................................................................................ 26 17.3 Automatic Reactions. .................................................................................................... 26

17.3.1 Counter Charges. ................................................................................................. 26 17.3.2 Evading. ................................................................................................................ 26

17.4 Other Reactions............................................................................................................. 26 18 Quick Results........................................................................................... 27 19 Combat..................................................................................................... 28

19.1 Combat Definitions ....................................................................................................... 28 19.1.1 Flank and Rear Attacks....................................................................................... 28 19.1.2 Supporting Units.................................................................................................. 28 19.1.3 Multiple Units in Combat.................................................................................... 28 19.1.4 Attacker Initiative................................................................................................ 29 19.1.5 Differing Class in Multiple Unit Combat ........................................................... 29

19.2 Combat Resolution Procedure ...................................................................................... 29 19.3 Firefight Resolution Procedure .................................................................................... 31

20 Combat Reactions.................................................................................... 32 21 Resolving Disputes .................................................................................. 32 22 Grand Tactical Command Phase ............................................................ 33

22.1 Using PIPs for Units on Blinds .................................................................................... 33 22.2 Using a Commander’s Pips with Units on Blinds....................................................... 33

22.2.1 Movement Distances for Blinds .......................................................................... 33 22.2.2 Multiple Moves ..................................................................................................... 33 22.2.3 Movement in Difficult Terrain ............................................................................ 33 22.2.4 Deploying Troops From a Blind .......................................................................... 33

23 Commander Ratings................................................................................ 34 23.1 The Patent TCHAE Automated Character Generator ............................................... 34 23.2 Historical Commander Ratings.................................................................................... 34

23.2.1 Divisional Commanders....................................................................................... 34 23.2.2 Brigade Commanders........................................................................................... 35

24 Unit Ratings ............................................................................................ 35 24.1 Union Artillery .............................................................................................................. 35 24.2 Union Cavalry ............................................................................................................... 36 24.3 Union Infantry............................................................................................................... 36 24.4 Confederate Artillery .................................................................................................... 36 24.5 Confederate Cavalry ..................................................................................................... 37 24.6 Confederate Infantry .................................................................................................... 37

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24.7 Infantry Armament....................................................................................................... 38 24.8 Union Cavalry Armament ............................................................................................ 38 24.9 Confederate Cavalry Armament .................................................................................. 39 24.10 Artillery Armament ...................................................................................................... 39 24.11 Regimental Variations.................................................................................................. 40

25 Game aids ................................................................................................ 41 25.1 Unit Type Memory Jogger ............................................................................................ 41 25.2 Orbat Administrator ..................................................................................................... 41

26 Fighting Large Battles ............................................................................ 42 26.1 Unit Organization (Section 1): ..................................................................................... 42 26.2 Ground Scale (section 2): .............................................................................................. 42 26.3 Unit Formations (Section 3): ........................................................................................ 42 26.4 Zone of Control (section 3): ........................................................................................... 42 26.5 Spotting (Section 11): .................................................................................................... 42 26.6 Firing (Section 14):........................................................................................................ 43 26.7 Combat (Section 14.2) ................................................................................................... 43 26.8 Corps Commanders....................................................................................................... 43

27 Starter Scenario: The Battle of Kernstown ............................................ 44 28 Advanced Scenario: The Battle of Gettysburg........................................ 47 29 Large Scenario: The Battle of Antietam................................................. 50

These rules are dedicated to the 600,000 brave Americans who died in their Civil War.

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1 Unit organization They Couldn’t Hit An Elephant is a game designed to allow you to re-fight the battles of the

American Civil War, with the gamer typically commanding between a Division and a Corps per side. As we are attempting to bring as much realism to that tabletop as possible, we organize our forces along historical lines. At the lowest level this is represented by Regiments of infantry and cavalry and batteries of guns.

We recommend the following ways of organizing your forces; however as will be seen the rules are entirely adaptable for whatever basing system you are currently using. So don’t worry if you have been using other rule sets with other basing systems, they’ll work just fine here.

1.1 Regimental Organisation Historically Regiments of infantry in the Civil War had a paper strength of just over a thousand men, however in the field this number rapidly fell due to casualties, with less than half the paper strength being quite normal for units that had been campaigning for any length of time. In order to represent our units we use a scale, where one figure is, roughly, equal to twenty-five men.

Infantry regiments should be represented by a number of bases, each base with four figures and representing one hundred men. For variety the gamer may choose to use three, four, or five figures to a base to give some irregularity to a unit, however if he works on the basis that each base is 100 men the number of figures can be varied to suit his personal preference. However many figures you choose to put on a base, just remember that one base is removed when a unit has taken four casualties.

Cavalry regiments are represented in the same way, but we use just two mounted figures. Each cavalry base represents 50 men, and a base is removed when a unit has taken two casualties. As the Civil War progressed mounted troops quickly found out that they were often most effective when dismounting to fight, relying on their carbines rather than sabres. When dismounted, the cavalry will deploy on skirmish bases, each with four figures, as shown by the skirmish line in section 3.1.

Even though there are documented instances of ACW regiments going into battle with strengths of around 100 men, just one base in the rules, it is recommended that the minimum size unit for TCHAE is of two bases. Very small units should be represented by adding a base to another unit in the brigade. Artillery batteries varied in size and composition during the Civil War, with the Union batteries tending to be larger in size. That said batteries were quite capable of deploying on different frontages, so we represent any battery with a single gun model on one base. For game purposes, the strength of a battery is the number of actual guns in it.

1.2 Base Sizes The size of bases that you use will, to a large extent, depend on what size figures you are using. Whilst we do make suggestions for base sizes there is, in fact, no hard and fast requirement that you use the exact base sizes described; it is the relative widths of the units that are important so feel free to use any system, so long as both armies match in terms of the space they occupy per base. The number of figures per base is not overly important; just remember that each base represents four “strength points” and that you remove a base when a unit takes that many casualties. If your figures are based on a mix of 1, 2 or 3 figures per base, then try and use the correct figure scale, one figure to 25 men. Firing is then by counting groups of 4 figures instead of bases.

For 15mm figures, Infantry and Cavalry bases should be 1” square, artillery bases 1” wide per two guns in the battery. Skirmish bases are 2” wide.

For 6mm/10mm armies, use the same base sizes but use more figures. Use the “4 strength points per base” mechanisms.

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For 25mm/28mm figures the simplest option is to keep all distances the same, and to field units based with three to five figures on, say, a 40mm square base. This will not affect the rules in any way, except for very large units of nine or ten bases, where the length of the unit is incompatible with the firing ranges. Therefore, it is suggested that units are fielded with between three and seven bases. This should work well for Divisional sized games.

2 Ground and Time Scales As well as organizing our figures we need to make sure that our tabletop battlefield represents the real ground that the battles were fought over and that the actions of our miniature troops fit in with what they would achieve in historical periods of time. To do this we use ground and time scales.

As it is, the rules revolve around the actions of Generals; hence in the strictest sense the ground and time scales are not that important. However, the rules do have a solid grounding in these dimensions, so here they are.

2.1 What’s the Ground Scale?

The ground scale is one inch equals twenty-five yards, so a 6’ table edge represents just over a mile in real distance.

2.2 What’s the Time Scale? As we will see, the rules use a card driven system based on the actions of Leaders. When one entire game turn has been completed, ten minutes is battle deemed to have passed. The aim of these rules is to have “real time wargaming”, one the player has a few games behind him each turn should average around that 10 minutes of playing time.

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3 Unit Formations Whilst the American Civil War has been described as the first modern war, it was still true to say that units went into battle in formations based on Napoleonic era drill, designed to deliver maximum firepower from their predominantly muzzle loading weapons. In order to recreate our battles with the correct historical feel we use the same basic formations when deploying our troops

3.1 Infantry Infantry may use one of three formations, forming a line, the normal formation adopted in the face of the enemy, column of march, used to get from A to B as quickly as possible, or skirmish formations A line is one base deep with all of the bases in contact as shown below. This allows maximum firepower to be delivered to the front.

A column of march formation is made up of the Regiment with a frontage of one base, and the other bases in contact, following on one behind the other, just like the Regiment we can see to the right. This is not a good formation to be in when under fire, and will mostly be seen when a formation has been Spotted by the enemy before it can deploy into line, ready for battle. This is explained in more detail in Section 9. A unit will count Disordered if it enters close combat in a column of march formation. There are two ways of representing a regiment in skirmish formation, both of which are shown below. In the top method the normal bases of the battalion are spread out, keeping at least one base distance between each base. The alternative is to make up some specific wider skirmish bases, the same as those used for dismounted cavalry.

3.2 Cavalry Cavalry are also deployed in Line or Column of March, in identical formations to those described above. Dismounted Cavalry will always deploy in skirmish order as that was they way they fought historically. When dismounted, the Cavalry unit will deploy one large skirmish base, as shown above, for every two normal mounted bases in the unit. A unit with an odd number of mounted bases will round down the number of skirmish bases used; it is assumed that the men on the odd base are serving as horse holders behind the firing line.

3.3 Zone of Control Every unit that is capable of defensive fire has a zone of control that extends in front of it. In the open this is 4” whereas in Difficult Terrain (thick woods and built up areas), the Zone of control is halved to 2”. No enemy unit may enter a unit’s zone of control unless they are on Attack orders (see Section 8). Those units unable to defend themselves, such as limbered artillery or Routed troops, do not have a Zone of Control. Troops may cross the zone of control of a unit, provided other troops from the same command attack that enemy unit in the same turn. At the end of the turn, after all combat has been resolved, there should be no enemy troops within an opponent’s Zone of Control.

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4 Troop Classes One of the great appeals of the American Civil War is the huge variety of units that appeared on the battlefield. In order to best replicate these units and their diverse characters we use the following designations.

4.1 Troop Classifications

They Couldn’t Hit An Elephant looks on a unit’s experience and character as essential

elements of the game system. Each Regiment has an Experience class:

EXPERIENCE CLASS DESCRIPTION Veteran Battle hardened Troops Average Trained troops with some experience Raw Newly raised troops

In addition, a unit may have a Character class, although not every unit needs this:

UNIT CHARACTER DESCRIPTION Resolute Determined, hard fighters Aggressive Troops with élan in attack Cautious Troops less inclined to take risk

Troops may also have weapons classifications:

Artillery Light (6 pound Smooth Bore; 2.8” or 3” Rifle) Medium (10 pound or 12 pound Smooth Bore) Heavy (20 pound Rifle)

Horse Artillery Second rate equipment. This reflects either less reliable equipment,

or ammunition, or both. As a rule of thumb, smoothbores not “Napoleons”, and rifles which are not Rodman, Parrot or of English manufacture, fall into this category. Many Confederate batteries could have Second rate equipment due to the inferior quality of their ammunition.

Infantry and CavalrySmoothbore Muskets/carbines Troops primarily armed with smoothbore

weaponsSecond rate Rifles Troops armed with imported rifles of dubious

quality such as the Belgian .70 rifle Rifles/carbines Troops armed with Enfield/Springfield rifles Superior Weapons Those troops with breach-loaders Repeating Weapons Those troops with repeating weapons Marksmen Troops noted for their shooting

Section 24 details suggested troop classifications for the armies throughout the war.

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5 Unit Status During the course of a battle troops may well experience events that change their attitude to the fight. To represent this we use five status levels which represent the current morale of the unit, and which, as in reality, may change during the game. Basic unit states are: NNormal, FFightin’,Defeated, RRout and PPursuit to which are added the more temporary DDisordered and SSurprised.These are defined as follows:

5.1 NormalAll units start with a morale state of Normal, which means they will obey orders and do as directed. This is the only state in which all the commander’s orders will be obeyed.

5.2 Fightin’Units can become Fightin’ through artillery and infantry fire or as the result of combat. Fightin’units will not make any forward movement, they are too busy taking cover, going to ground and generally just firing through the smoke at the enemy to its front. Fightin’ units suffer penalties in combat. Fightin’ units fire at a reduced rate. Fightin’ units may not give Support in combat. Fightin’ units may be Rallied to Normal by a Commander using his command PIPs.

5.3 DefeatedUnits can become Defeated through artillery and infantry fire or as the result of combat. Defeatedunits will not make any forward movement or fire. This does not mean that they do not fire their weapons, only that the fire is not effective enough to be considered. Defeated units will retreat outside of rifle range or close artillery range, a minimum retreat of 3”, if fired upon and casualties are taken.

Defeated units suffer penalties in combat, and may not give Support to other units. Defeated unitswhich have been Rallied by an Officer must spend one move stationary to recover, becoming Fightin’. Units that lose more than 50% of their starting strength are permanently Defeated, and artillery brigades that reach this state will retire from the field.

5.4 RoutedUnits can be Routed in combat, through artillery fire, or as a result of a friendly unit routing nearby. Routed units run directly away from the enemy until rallied by an Officer, or they reach friendly cover out of the effective range of enemy artillery. Every move spent in Rout results in the unit taking 1 hit (to simulate the loss of deserters and unit confidence). Routed units which have been Rallied by an Officer must spend one move stationary to recover, becoming Defeated.

5.5 PursuitUnits which Rout their opponents in combat may go out of control, and enter Pursuit. They Pursue until rallied by an officer, or they enter a different morale state as a result of artillery fire or combat.

Along with the above there are two further states a unit can enter, which reflect a temporary erosion in fighting ability.

5.6 DisorderedA temporary state. This indicates that the formation of the unit is not as it should be, either through terrain effects, combat, or interpenetration by other units. If a unit is still Disordered at the end of a turn, they need 1 whole move stationary to recover. Disordered troops may fire, but may not lose their Disorder in the same move that they fire.

5.7 SurprisedA temporary state. This can be the result of a flank or rear attack by the enemy. Surprised units fight at a disadvantage. After the initial combat, the unit is no longer Surprised.

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6 Command and Control They Couldn’t Hit An Elephant has command and control at the heart of the rules, by which

we mean that the performance of a force in battle is generally directly linked to the quality and abilities of its commanders. When the gamer take the role of commander in chief he will need to take into account the qualities of the commander he is representing and the likely performance of his subordinates. This system is designed around re-fighting historical battles where the qualities of the commanders are known. Naturally the gamer may choose to select whatever abilities he desires for his commanders should he be fighting a non-historical battle, and there is a guide to generating such commander and their force later in the rules.

6.1 Command Levels Each side will have a Divisional commander as Commander in Chief, with Brigade commanders as his subordinates. To make life simple, the overall commander should be represented with a base containing two figures, the commander plus an ADC, whereas subordinate commander have just a single mounted officer on a base.

6.2 Command ‘Pips’ During the game the Commanders will be activated when their card is drawn from the game deck (more on that later). The commander may then use his influence to activate his troops. This he does using command points. As these are dice for each turn we refer to them as PIPs, each pip on the dice representing one command point.

In order to find out just how many PIPs a commander has in a specific turn we roll a DAv against their Command Ability. A DAv is an “Average Dice” marked 2,3,3,4,4,5.

COMMAND ABILITY NUMBER OF PIPS Gifted DAv+2 Professional DAv+1 Inexperienced DAv Political DAv-1

6.3 Command Ability A Commander’s ability is just a simple description of his capabilities and those of his staff. The various levels are best described as follows:

Gifted commanders: The very best commanders, they should probably be Corps commanders already, or will be very soon.

Professional commanders: Likely to have been to West Point, and to have then shown a talent for leadership on the battlefield.

Inexperienced commanders: Many ACW generals fall into this category, which covers both West Point graduates with little or no battlefield experience, or those talented amateurs that the war drew into uniform.

Political commanders: Unfortunately, many ACW generals also fall into this category. Appointed due to their family, political or business connections, in fact appointed for any reason other than an ability to command soldiers!

6.4 Leadership Traits In addition to their abilities, some commanders also have some specific traits that affect the way they function in battle. There are endless traits that we could represent, but here we have chosen to focus on the three that seem to have been most prominent in accounts of the battles of the Civil War. These are Bold, Cautious or Inspirational.

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6.5 The Leadership Factor The final issue to consider for a commander is his leadership factor. This is all about his ability to inspire men in moments of crisis, leading them in combat or boosting their morale by word or deed during the heat of the battle. A simple guide to this is as follows:

COMMAND ABILITY FACTOR Gifted or Inspirational +2 Professional or Inexperienced +1 Political +0

These are, naturally, very general guidelines; players are encouraged to create or use characters that use the full range of characters. For example it is entirely possible to have a commander who is both brave and inspirational, but completely incompetent. We would rate him as Inspirational/Political. A competent and knowledgeable commander could be overwhelmed by the burden of their responsibility and be Cautious/Professional.

6.6 Replacing Commanders Naturally commanders may get killed in battle. That is clearly a bad result for their entire force, but very rapidly a subordinate would take control of the situation, albeit not necessarily with the same capabilities. If an officer is killed of rendered hors de combat, a replacement will appear on the following turn. This replacement will be one level of command ability below the original officer, but with the same Bold or Cautious characteristics.

The Bold Commander. Bold commanders are most likely to seize the initiative and take the fight to the enemy without delay. They have a bonus card in the deck which will tend to see them acting with more initiative that other commanders around the. Section 10 will explain that in more detail.

The Cautious Commander. The very opposite of his Bold comrade, the cautious commander is more suited to a defensive battle, and is more likely to assume that approach, being slow or overly careful on the offensive. He too has a bonus card in the deck which will reflect his trait. Again, section 10 will explain that in more detail.

The Inspirational Commander. Some officers had a significant impact on battles in the ACW. Inspirational, brave, Bold or bloody-minded individuals took control of the local situation and made history. Cleburne, Gibbon and Chamberlin are names that spring to mind. To reflect this, commanders can be designated Inspirational. This category includes Regimental commanders, not physically represented by figures. They are able to take advantage of a command card to inspire their troops in combat. See section 10.

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7 TerrainThe majority of battles in the American Civil War were fought in relatively close terrain; rolling hills, wooded countryside broken up with many small fields of crops surrounded by fences and the likes. Often, terrain features played a central role in these battles, as seen in countless memoirs of the conflict, and as a result we have given detailed consideration to how terrain is treated within the rules.

Difficult Terrain This represents terrain that will hinder close order formations or manoeuvre. Thick woods and rocky outcrops are common examples.

Movement effects: Troops move at half speed through these areas. Artillery may not deploy within Difficult Terrain.

Spotting effects: Troops in Difficult Terrain are harder to Spot, but have a reduced Zone of Control, and enemy troops may make multiple moves nearer to them (see Sections 15 and 16 ).

Fire effects: Troops in Difficult Terrain count as a Soft cover target for firing purposes, unless in rocks, in which case Hard Cover is given.

Combat effects: Infantry and skirmishers fight as normal, and may give, and receive, support to or from friendly units (it is assumed that the looser formations of ACW infantry means they are not Disorderedlike a European close order infantry unit would be). Infantry and skirmishers defending the edge of a wood count as having Terrain Advantage.Infantry and skirmishers defending a rocky outcrop count as Defending Hard Cover.Mounted cavalry may not initiate combat within Difficult Terrain, and will fall back to keep outside of small arms range if infantry advance against them.

Lighter Terrain All other types of terrain not covered above.

Movement effects: Normally there are no movement effects. However, players may wish to make some fields or fences more difficult to navigate. For example, in some accounts I have read of fences so sturdy that troops had to be detailed to remove them before a regiment could advance. In this case the players or umpire should agree if there is such an obstacle before the game starts. A unit that wishes to advance over the fence should lose 4” movement. The fence is then removed from the table to the width of the unit passes through.

Spotting effect: Troops in Light Terrain (crop fields, orchards etc) are a little harder to Spot than troops in the open. Troops in sunken roads count as in Difficult Terrain for Spotting purposes.

Fire effect Stone walls and sunken roads count as Hard Cover unless the firers have height advantage, in which case no cover is given.

Combat effect:Troops defending sturdy fences, stone walls, sunken roads and so on count as having TerrainAdvantage in a combat. Additionally, troops defending a stone wall have a significant advantage in a Firefight.

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Players will soon notice that the amount of terrain used on the wargames table will affect the effectiveness of firepower, particularly that of artillery. Broadly open terrain will favour, in particular, the Union six gun rifled batteries, whilst very close terrain will favour smoothbore batteries in a close infantry support role. For those starting out with the rules, we suggest that around 50% of the table be covered by some type of terrain features, such as woods, corn fields, hills, fences, sunken roads and the likes.

Streams and Rivers It is up to the gamer to decide whether all troops, just Cavalry and Infantry, or just Cavalry, can ford a particular water feature.

Troops will move at half speed across fordable streams and rivers. If Opportunity Charged before they have completed their move, the troops will count Disordered in the ensuing combat. Troops attacking over water will count as Disordered in the combat (in this case, do not give the defenders Terrain Advantage in the combat- this will make the combat too one-sided).

Built up areas and fortifications Due to the low density of population and high proportion of wooden houses in the US, the type of vicious street fighting seen in European wars was not a strong feature of the ACW. However, Redoubts and trenches most certainly were.For movement purposes, any built up area or fortification is deemed Difficult Terrain.For firing purposes, brick built houses, redoubts and trenches count as Hard Cover. Wooden built houses count as Soft Cover.For combat purposes, infantry and skirmishers defending a wooden house count as having TerrainAdvantage. Infantry and skirmishers defending a brick built house, redoubt or trench count as Defending Hard Cover.

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8 OrdersIn historical battles troops respond to orders that they are given, and the same should be true within our games. The method we use to represent this is a highly simplified and streamlined system that reflects the fact that battlefield orders need to be clear and concise, but also so that it keeps things simple on the tabletop. Written orders are not required, but a simple note of a unit’s current orders should suffice.

All commanders must be issued with an order at the start of the game. If the Commander-in-Chief wishes to change that order during the battle he may do so in the Grand Tactical Command phase of his turn. Any new order issued to a commander will take effect the next time their card is dealt (see section 10). To change an order takes one command PIP per 8” distance between commanders.

8.1 Orders Defined

They Couldn’t Hit An Elephant has four specific orders that may be issued; Attack,

Manoeuvre, Hold and Engage. Each one has a specific meaning and troops in that command must conform to this.

8.1.1 Attack Orders

The command is to attack a named feature or formation. At least 50% of the force must continue to move towards the stated objective until artillery is within canister range or the infantry or cavalry are in combat. Once combat is initiated, the commander must keep at least one unit either in combat or in small arms/canister range to comply with the order (unless all the units are Fightin’/Defeated/Routed in which case some reorganization is acceptable!). Formations with this order move directly towards their objective.

8.1.2 Manoeuvre Orders

The command is to move to a named terrain feature or to withdraw from the feature, or take up a supporting position on the flank, or in rear of, a named formation. The commander may stop this movement to adopt a defensive formation if threatened. No units in a Brigade on a Manoeuvre order may initiate combat, except Cavalry, who may try to opportunity charge or Intercept.

8.1.3 Hold

Defend a named terrain feature. The commander may only initiate combat to recover lost ground, or attack enemy troops who are at the edge of the zone of control (4”, or 2” in Difficult Terrain) of his units. Units armed with Smoothbore weapons may choose to close with enemy armed with Rifles within 8” of them, so that they can return fire. Cavalry may try to Opportunitycharge or Intercept.

8.1.4 Engage

An infantry force must to move into small arms range, or an artillery force to Effective range, and open fire. The force may not enter Close combat unless attacked. Once attacked by the enemy the force will automatically change to Hold orders. Brigades with this order must advance directly towards the enemy until they are able to engage him with fire.

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9 Blinds & The Fog of War In real war one of the greatest factors that plagues any General is uncertainty; a lack of knowledge of what his opponent is up to. This is known as the Fog of War, and it is an important feature of the battlefield that we attempt to represent by the use of Blinds.

9.1 The Role of ‘Blinds’ All units begin the game on “Blind” markers with one blind per Officer. A Blind is nothing more than a rectangle of card that represents the general location of a unit and allows us to represent the fog of war, that uncertainty that has hampered commanders throughout history.

An opponent seeing one of your blinds will be aware of the general location of your forces, but will be ignorant of the exact composition and nature of your deployment. The blind he sees could be an infantry brigade, cavalry scouts or massed artillery batteries. In the early stages of the battle, before your opponent has had the opportunity to spot your Blinds and identify just what units they are hiding, units will operate on blinds. There are two types of blind that represent two basic formations, “Column of march” and “Deployed”

9.1.1 Column of March Blind

This represents a Brigade in column of march. It moves fast, but if spotted by the enemy (see Section 11), the troops will be deployed in two parallel march columns, with any artillery moving in between (above, right). The front of the blind marks the head of the column.

9.1.2 Deployed Blind

The following diagram shows a Brigade deployed for battle. When spotted by the enemy, the troops may be deployed in any formation within the frontage of the blind and their artillery may be unlimbered.

8"

4"

Blind Spotted

16”

4”

Blind Spotted

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9.2 Voluntarily Deploying From Blinds There may be times in the game when a player has units that are hidden on blinds that he wishes to use, but still wants to keep the majority of that Brigade hidden. A good example here could be a battery of artillery that is accompanying a Brigade that wishes to open fire while the infantry remain unseen. In this case the desired unit or units may be revealed from a deployed blind voluntarily. This is only done when the player’s Blinds card is drawn from the deck. The unit concerned will operate on the Blinds card on subsequent turns until the parent Brigade is spotted when it will be activated by the Commander’s card.

9.3 Dummy Blinds To simulate the fog of war further, additional dummy Blinds may be allocated to either or both sides. These move and spot in the same way as any other blind, effectively representing small scouting parties and patrols, until they are spotted, at which point they are removed from the table. The number of these is best determined by the needs of the battle being fought. It is recommended that Dummy blinds do not exceed more than 20% of the total on each side.

9.4 Tactical Mode Once spotted troops will be deployed on the table and will then operate in tactical mode, using Tactical commands (see Section13).

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10 Order of PlayIn war the battlefield is generally a place of uncertainty, where commanders need to expect the unexpected and, through their control of the battle, bring order to potential chaos. In representing that environment we use a card driven turn system, where the order of play is dictated by the cards in the Game Deck. This means that the certainty of knowing exactly when your fore will arrive at a point is removed and that some of the battlefield “friction”, much written about by nineteenth century commentator, von Clausewitz, is present.

10.1 The Cards Each Commander in Chief and subordinate commander is represented by a card in a pack. This represents them and their units once their figures are deployed on the table. Prior to that a Blinds card, one Union and one Confederate, will dictate the order of movement for unspotted troops. When a commander’s entire force is on blinds they will be able to move with perfect co-ordination. Once, however, they make contact with the enemy and are deployed on the table co-ordination becomes more difficult.

When a commander’s card is dealt he may use his command PIPs to activate his forces. His options and the cost in command PIPs is outlined in sections 13 and 22.

These commanders’ cards are supplemented by the following additions that are used to reflect the specific conditions in each battle:

10.1.1 The Blinds Cards

There are two Blinds cards in the deck, one each for the Union and Coonfederates (marked “Union Blinds” and “Confederate Blinds”. When they are drawn all the Blinds of that side may take their turn. This may include Spotting, Moving or Firing, however troops engaging in the latter must be deployed on the table in order to do this and will be automatically spotted.

Troops that have been Spotted this turn and, consequently, deployed on the table, are activated on the Blinds card in this turn, their own Commander’s card being added to the deck at the end of the turn. In the current turn their commander may role his PIP dice and take his turn as normal.

10.1.2 Gifted or Bold

There should be a Gifted or Bold card in the deck for either side that has any such commander. On this card being dealt any Gifted commander that has not yet had his card dealt may take his move immediately. If there is no Gifted commander present, or he has already taken his turn, then any Bold commander must take his move immediately. If the commander’s card is subsequently drawn in the turn it will be ignored.

10.1.3 Cautious or Political

The next Cautious or Political commander drawn will not be able to fully direct their troops. A Cautious commander may only fire and Rally troops. Troops belonging to a Political commander may only fire. Artillery batteries for either type of commander may not be directed, but must fire straight ahead.

10.1.4 Inspirational Commander

There should be one such card in the deck for either side that has such a commander. On this card the relevant commander may Rally a unit (from any morale state back to Normal), or lead it into combat. If the commander is a Divisional or Brigade commander, he must be within 4” of the unit he wishes to lead. If his card is subsequently drawn from the pack during the same

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move, his troops may only fire, as he is presumed occupied by his inspirational act. Should a unit led into contact using this card take casualties in the subsequent combat, then a “risk to general” throw is triggered (see section 16.1). An inspirational regimental commander can only affect his regiment, which may be sent into combat or Rallied regardless of whether they have moved this turn. Any commander may only make one inspirational act per game.

10.1.5 Confederate Grand Tactical

One Confederate blind may take a bonus move, it must, however, remain on its blind throughout this bonus move and, therefore, may not enter Combat or open fire. We recommend that this is for use only until June 1863, in the Eastern theatre.

10.1.6 Coffee!

This signifies the end of the turn. Troops that are within close artillery or small arms range may now fire (simultaneously) if their commander’s card has not been turned, or if the commander has reserved their fire (see Section 13). Aggressive troops not on blinds, who have Attack orders and are within 8” of the enemy, will now continue their move (no Pips needed) with no change of formation. Combat will be fought it they contact the enemy. Should there be any Blinds within an “auto spot” range of the enemy at Coffee break, those troops must now be deployed, and the appropriate commander card placed in the pack (see Section 11).

10.2 A Commander’s Turn When his card is dealt a commander will take his turn in the following order:

Spotting - identify enemy units Tactical Commands - roll dice to determine Pips available Compulsory Movement - “Routs and Pursuits” Firing - Any units wishing to fire do so now in their current state Rally - Using his command Pips units may be rallied Movement - all ordered movement Status Tests - test for all units that have suffered casualties Decisive Combat - all combat resolution Reactive Status Test - test for any units that see routers Grand Tactical Commands - Commander use Pips to change Brigade orders

From this point on the rules deal with each of these areas in the sequence listed, so whilst learning the rules the gamer can follow the process through in a logical order. Once comfortable with the rules only the two page play-sheet will be required. This is located on the inside faces of the front and rear cover. We recommend that this is photocopied and a single sheet is created for normal use.

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11 SpottingWith the system of Blinds hiding your opponent’s deployment spotting is a vital part of the game. Spotting represents not just identifying that there is “something there”, but actually identifying just what troops your opponent has deployed. Only commanders can Spot as they are the ones with the telescopes and binoculars available to do so effectively

11.1 Spotting Process Spotting takes place when a commander’s card is dealt. As they are presumed to be doing a thorough job commanders may only attempt to spot one enemy blind per turn. The process is simple, cross-referencing the terrain which the target is in, as defined in Section 7, with the distance from the commander who is attempting to spot.

Roll 2D6. The score required to Spot is shown in the table below.

RANGE IS LESS THAN

TERRAIN 5” 8” 16” 24” 36” 48”

Open Terrain a a 6 8 10 11

Light Terrain a 5 7 9 11 12

Difficult Terrain a 6 8 10 12 -

a= automatic spot If the commander is on higher ground than the blind he is attempting to Spot, he uses one range band to the left of the actual range.

11.2 A Spotted Unit Once a Blind is spotted the troops represented are placed on the table and the Blind is removed. For this turn only, the newly Spotted unit is activated on the “Blinds” card, but the commander will role for his command PIPs as usual.

At Coffee break, the newly Spotted commander’s card is placed into the pack.

Should there be any Blinds within an “automatic spot” range of the enemy at Coffee break those troops must now be deployed, and the appropriate commander card placed in the Game Deck.

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12 Command Phase A battlefield commander in the nineteeth century was hindered in his ability to control his troops by the primitive methods of communication he was reliant upon. This meant that whilst he might know what he wanted his force to do, getting them to do it depended on innumerable factors, such as distance and the quality of his staff through to the weather and visibility.

In the rules we simplify all of those disparate factors and combine them all into one dice roll which tells the commander just how many command PIPs he has available to use in this turn.

The commander roles the correct dice according to his abilities. Directing the fire of artillery batteries also costs PIPs, which simulate the commander personally laying the guns, or paying close attention to where the battery is aiming. Small arms fire does not cost PIPs (see Section 13).

13 Tactical Command Phase This phase of the commander’s turn is for units that are deployed on the table.

13.1 Using a Commander’s PIPs For Units on the Table Before using the command PIPs the first thing a commander does in this phase is move any of his units in a state of Rout or Pursuit unless he intends to spend PIPs Rallying them.

13.1.1 Actions Costing Two PIPs

Any action if the commander is attached to a different unit Directing the fire of an artillery battery. Moving an artillery battery if this includes limbering up. Artillery may perform two of the following actions per move: fire, manhandle (lights only), limber, unlimber, move. Horse artillery may perform three of those functions.

13.1.2 Actions Costing One PIP

The following actions cost 1 PIP per every 8” distance from Commander to the unit:

Move any unit up to a full move forwards or sideways (change of face to 90º or less is accomplished my wheeling the end of the unit). Change a units’ formation (e.g. column to line, line to skirmish; Standing-to Prone) Mount/dismount a cavalry Regiment Retire a unit at half speed facing the enemy Move an artillery battery if this does not include limbering. Artillery may perform two of the following actions per move: fire, manhandle, unlimber, move. Rally an Fightin’ unit to Normal, Defeated unit to Fightin’, Routed unit to Defeated, or a unit in Pursuit to Normal.Attach/Detach the commander to/from a unit. Interpenetrate friendly units. This costs 1 PIP per unit being moved.Move a commanderReserve the fire of a unit until Coffee

13.1.3 Actions Costing N0 PIPS

The following actions do not cost any PIPs:

To fire artillery batteries straight ahead, or fire small arms To Spot To move units in Pursuit or RoutTo Rally Resolute troops from Fightin’ to Normal, Defeated to Fightin’ etc.

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13.1.4 Using a Commander in Chief’s PIPs

The Commander in Chief (or any commander further up the command chain in a large game) may move or Rally subordinates’ units using the same PIP system as above. A unit may only be activated by one commander per game turn, with the exception of using the Inspirational Commander card.

A Commander in Chief may choose to “give” his turn to a subordinate commander, and may do this if the subordinate is within 8” of him. The subordinate then rolls his own command PIP dice. If the subordinate’s card is subsequently drawn from the deck, it is ignored.

In the example above, Divisional Commander A has just had his card dealt whilst Brigade commander B’s card has not yet to come up. General A may now choose to give his turn over to commander B as he is within 8”, representing the Divisional commander riding over and telling his subordinate to get his troops moving. Alternatively General A may choose to take his turn himself, hoping General B’s card will come up later in the turn. If that is the case he may use his command PIPs to move or rally any of the infantry regiments 1,2,3 or 4, although it would cost two PIPs to move or rally unit 4 as it is outside of 8”. He could move Blind X for one PIP, or change the orders of General B or Blind X.

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14 Fire Phase During the Fire Phase any units that have the capability may fire. Naturally who they can shoot at is dictated by the weapons they are using and their location, all of which is covered below in detail.

14.1 Artillery Fire Artillery has a 45° arc of fire from its frontage. The battery must fire at the nearest enemy formation, or directly ahead, with casualties spread along an enemy line unless an officer spends command PIPs to direct its fire at the target of his choice. Artillery may only fire at targets in a direct line of sight, and when on higher ground may only fire over the head of friendly troops if they are more than 4” distant from the enemy targeted. Should the firing battery be facing multimple units, one or more of which is in cover and the others in the open, then the battery must fire at least 1 dice at units in the open and at least one dice at the unit in cover, assuming it has two or more dice to throw. If it is only firing with one dice then it may choose its target. A “Direct Artillery” order will cost a commander two PIPs. This allows a battery to focus its fire on any unit within range and not to spread the casualties across enemy units. Artillery may not fire at units which are still on blinds for the simple reason that you can’t see them.

14.2 Small Arms Fire Units have a 30° arc of fire from its frontage. If the firing unit is shooting at a continuous line of the enemy it may not single out individual unit, but rather the casualties inflicted should be spread evenly across any enemy units to their front. Should one target be in cover and others be in the open, the unit must fire at least 1 dice at units in the open and at least one dice at the unit in cover, assuming it has two or more dice to throw. If it has only one dice it may choose its target. Infantry cannot fire and then move, unless they are in Skirmish formation. Only units with Superior or Repeating weapons may fire when Prone.

14.3 How to Fire Firstly check the range table below to ensure that you are in range. Then throw 1D6 per every two guns in a battery or for each two bases of infantry. If there are an odd number of guns or infantry bases then round up the number of dice to be thrown. So, a unit with three bases or three guns fires with 2D6.

Range Table Divisional Level Game GUN CALIBRE CLOSE EFFECTIVE EXTREME Medium SB 12” 18” 30” Light SB 8” 12” 24” Heavy Rifled 12” 32” 48” Light Rifled 12” 24” 40” Infantry Rifles 8” - - Rifled Carbines 6” - - Smoothbore Weapons 4” - -

Add up the total score of all the dice firing. Now check the modifiers on the next table and adjust the score accordingly.

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Firing Adjustments

+1 +2 -1

Veterans Firing Repeating Weapons Raw Firers

Target is Raw Troops Fightin’ Firer

Superior Weapons Light Smooth Bore Firer

Marksmen Firing Second Rate artillery at over close range

Second Rate small arms firing

Skirmish troops may fire and move, but get half the number of dice, rounded down.

Next consult the Fire Effect table below, cross referencing the target with the type of firer. The figure in the relevant box is the score needed to inflict one hit. So a medium Smooth Bore battery firing at close range on a, infantry line that throws a total of 8 inflicts two hits.

Fire Effect Table

TARGET CLOSE

SMOOTH

BORE

ARTILLERY

CLOSE

RIFLED

ARTILLERY

EFFECTIVE

ARTILLERY

EXTREME

ARTILLERY

INFANTRY

Enfilade/limbered

artillery/column

of march

3 4 5 7 4

Line 4 6 7 8 5

Soft

cover/Fightin’

target

5 7 8 9 6

Deployed

Artillery

6 8 9 11 8

Hard

cover/skirmishers

7 8 10 12 8

Deployed

Artillery in

Redoubts

8 9 11 14 10

Prone

skirmishers

10 10 12 15 12

Note: Canister cannot be fired if friendly units are within 1” of the line of fire of the battery to the

target.

14.4 Effect of Fire A unit that suffers casualties from fire removes any base required (one base is removed after each four casualties), and also takes a status check. See Section 16.

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15 Tactical Movement Tactical Movement occurs when units have been deployed on the table. The following rules apply.

15.1 Tactical Movement Rates These are the rates that troops will move at once their figures are deployed on the table.

TROOPS MOVEMENT Infantry 6” Skirmishers 6” Skirmishers Firing 3” Infantry Rout 8” Cavalry 12” Cavalry Rout 16” Artillery 6” Light Artillery 12” Light Artillery Manhandle 2” Commanders 12”

15.1.1 Multiple Moves Units may take multiple moves if they are outside of 16” of enemy troops (outside of 4“ of built up areas or woods), or outside of 4” of enemy blinds. Moving and changing formation, although it takes two PIPs, does not constitute a multiple move.

15.1.2 Multiple Units Units in base to base contact may all be moved together with a single PIP. They must maintain their relative positions in all respects during the turn.

15.1.3 Moving in Difficult Terrain Woods, steep hills and the likes reduce infantry movement by 50%, and cavalry movement by 75%. Units take the move distance appropriate to the terrain they start in. For example, an infantry column starting from just 1” inside a wood, which moves into the open, moves 4” in total. This represents the reordering that must occur on exit from the difficult terrain.

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16 Status Check Units that suffer losses from fire will automatically take a Status Check. This is a simple test to see how they react to casualties. Throw 1D6 and modify as follows:

+1

Aggressive advancing

In cover

Resolute

-2

Casualties 25% or greater*

+n

Officer’s Leadership factor

-1

Cautious advancing

Casualties over10% but under 25%*

Each casualty this turn

Each Routing unit within 8”

Under close range SB artillery fire

Raw defending

* including casualties taken this turn

An attached commander always uses his Leadership factor and always makes a “risk to general” roll (see below). The Officer Leadership factor can also be used if the officer is within 4” of the unit, however a player gaining this benefit should be aware that this too will triggers a “risk to general” roll.

Result:If the units scores 2 or more then there is no change. If the unit scores 1 or less then the unit goes down one morale grade (Normal becomes Fightin’, Fightin’ becomes Defeated, Defeated becomes Rout).

This test is the only formal Morale test in the entire rules. All other Morale considerations are included in the Decisive Combat section. As part of the reaction to Close Combat, some units may be forced to take an additional Morale test.

16.1 Risk to General Test To check whether a commander has been adversely affected roll 1D6. The commander needs to roll more than the number of casualties the unit has suffered to survive. If he fails, he is rendered Horsde Combat for the rest of the game. See section 6.6 for details of his replacement.

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17 Decisive Combat In the battles of the late nineteenth century the more open order formations that became the norm did result in battles often bogging down into a line of indecisive fire-fights. At some point or other it was necessary for one side or the other to push on through the enemy fire and force the issue in close quarters where combat would always be decisive. Here we look at how units launch their attacks.

17.1 Basic Requirements Units must have a clear route to their target but do not have to be able to see them at the beginning

of the move, so, for example, a unit may charge over the brow of a hill. Units may wheel up to 90° at

the start of their attack, but then must charge straight ahead to contact enemy. To keep combat

resolution “clean”, attackers should conform to the frontage and facing of the defender where

possible. A small amount of “shuffling” here to allow units to do this saves a lot of messing around

trying to distribute losses across multiple units.

An assailant may charge through friendly units if they have sufficient command PIPs to pay the

penalty. If counter charged the assailants may wheel up to 45° to meet threat.

17.2 Fightin’ Units Units that are Fightin’ with a unit to their front within small arms range, may not turn away from the unit in question in order to confront another adversary. They may, however, retire facing the enemy in their own turn.

17.3 Automatic Reactions.

17.3.1 Counter Charges.

Mounted Cavalry in Normal morale state will automatically counter charge if attacked by other Cavalry. No command PIPs are required to do this. Move the two units to meet at the halfway point of the charge.

17.3.2 Evading.

Cavalry and Light Artillery can evade, making a full move to the rear, away from slower units if charged from greater than half of their attacker’s move distance. However their orders must permit this; so troops on Hold or Attack orders cannot do this.

Deployed artillerymen can always evade taking cover with friendly troops or in any cover within 4", but they will abandon guns.

Officers will evade staying 6” distance from the enemy.

Skirmishers will evade staying 4” distance from the enemy, but may choose to stand and defend their position if they are in cover.

If a unit is attacking and its opponent chooses to evade then it will still move at least half of its move forward and then the gamer may then decide whether he wants it to continue up to the extent of its full move. They are not disordered by this move.

The evading unit may not move again this turn, even if their card has yet to be turned, however Skirmishers could fire at half effect.

17.4 Other Reactions Troops may attempt to respond to an attack by turning to face. Mounted cavalry may also take the opportunity to attack the flank or rear of troops who are moving to their front and within charge range. To try and do this roll 1D6 and add or subtract the following:

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+1 vs Raw troops Professional, Bold or Gifted commander Veteran troops Aggressive troops attacking flank/rear

+2 Charged from >½ move distance Charging flank/rear of slower moving troops

-1 Cautious or Political commander Raw troops Charged from flank/rear

+n Leadership factor of an officer attached to unit

If a total of six or more is achieved, the unit may conduct the manoeuvre. A total of five allows the unit to conduct the manoeuvre but it counts as Surprised, reflecting the fact that the unit has not had enough time for a fully organized defence or attack but is making the best of the situation. If the unit fails to turn to face it will count Disordered in the subsequent combat. This chart may also be used to adjudicate any issues that may arise due to the card driven movement system.

18 Quick Results There are some situations where the result is so obvious that to take time working through factors and throwing dice is ridiculous. For these cases there is a standard result applied, saving time and effort working out the obvious. a) Limbered artillery contacted by cavalry or infantry is lost, either captured or destroyed. b) Routers contacted by cavalry are scattered and removed from the table. Routers will keep 4" away

from formed infantry. c) An artillery battery in the open, with no Cavalry or Infantry supports within 4”, that is attacked by

enemy that has achieved a 100% overlap, and which cannot evade that attack, is considered lost, and the crew removed from the table.

d) Cavalry which attempt to contact formed infantry frontally will not close. They can either stop

outside small arms range Disordered, or if the charge started from within small arms range they can stop at 4” Disordered, or dismount.

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19 CombatCombat in They Couldn’t Hit an Elephant combines many of the phases found in traditional

rules into one. Charging and defending unit morale, close range fire and melee are all rolled up into just one calculation. Remember, the official Game Scale is for 10 minutes per turn, so this combat phase encompasses everything from a sudden and decisive charge, through a swirling cavalry melee and all the way to a protracted fire fight. This close quarter combat will always be decisive, and, as in real war, the support that units have around them can be the difference between standing and routing.

19.1 Combat Definitions

19.1.1 Flank and Rear Attacks

To claim a flank contact the attacking unit must start the move behind the line of the defending unit. For example, in the figure below unit B cannot claim a flank attack, but unit D can.

19.1.2 Supporting Units

A unit may have a maximum of three supporting units, one on each flank and one to the rear. All of these supporting units must be within 2” of the unit’s flank and in line with it, or within 4” to the rear. To be effective in support a unit mmust be both Ordered and in Normal morale state.Skirmishers may offer flank support only. A unit can only support one combat in a turn. It cannot support a neighbouring unit if it is being attacked itself. Supporting artillery must have a clear field of fire, be within close range, and must not have fired at a different unit this turn. A unit may receive support from multiple artillery batteries.

19.1.3 Multiple Units in Combat

As we have already mentioned, where possible the attacker should conform to the defending units that it is facing to produce “clean” combats, where one unit fight another one unit, rather than mixing up many units in a jumbled mess.

Sometime more than one arm is involved in combat. In this case the combat is fought by the most aggressive element of the force, with the others supporting. The order of aggression in descending order is infantry, then cavalry, then artillery.

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TCHAE Example: Multiple Units in Combat A confederate infantry Brigade (units G,H,I,J,K) attacks a Union line of infantry and artillery, with

Cavalry (F) on the flank.

Unit J must fight D, as must I (as D is more aggressive than the artillery battery C), whilst the artillery battery C will support D in the combat. Unit H will attack unit B. Unit K must fight the cavalry unit F (as Cavalry is more aggressive than artillery), should the Cavalry choose to fight (they could evade); the Cavalry will be supported by the artillery battery E. Units A and G are both Fightin’, and thus neither can support other combats.

19.1.4 Attacker Initiative

In unclear situations the attacking player decides which units fight, representing local initiative by its officers who are putting more emphasis where they think the weak spots are in the enemy line.

19.1.5 Differing Class in Multiple Unit Combat

If a single combat involves troops of the same side of different class, (for example, one Veteran and one Average Union Regiments, versus an Average Confederate Regiment) then the Confederate will count -1 for being outclassed, but the Union would not count a +1 for outclassing them as the combined units are not a whole class better.

19.2 Combat Resolution Procedure First look at the following table to see the combat value of the two sides. Take each unit and then cross-reference it

with the unit type that they are fighting.

OPPOSITION ARE UNIT TYPE

Infantry Cavalry Artillery

Infantry 4 4 3

Cavalry 2 4 3

Artillery 3 3 -

Skirmishers 1 1 3

For example, a Union infantry Regiment fighting a Confederate cavalry Regiment will cross-reference “infantry” against “Cavalry”, giving it a basic combat value of four. The Cavalry will do similar, but find that “Cavalry” cross-referenced with “Infantry” only gives it a combat value of two.

A B C D FE

G

H I J K

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Next, add or subtract the following:

+2 Outnumber enemy 3:1* 100% overlap Aggressive troops attacking Defending Hard Cover

-2 25%<casualties<50% Enfiladed by enemy within 4” Fightin’

+1 Each infantry/cavalry support (max 3; rear, left and right flanks) Each 2 sections (4 guns) of artillery in supportOutnumber enemy 2:1* 50% overlap Terrain advantage Shotgun armed Cavalry Medium smoothbores in combat or support Skirmishers within Difficult Terrain

-1 Outclassed by enemy 10%<casualties<25%Surprised

+n Outclass enemy by n grades Attached Officer Leadership factor

-50% Unit is Defeated Unit is Disordered in good

terrainUnit is Prone

* artillery count their strength as the number of guns fighting, infantry and cavalry count number of figures (or four and two strength points per base respectively if using that system.

The Officer Leadership factor can only be used if the officer is attached to the unit, or used the Inspirational Officer card to send it into combat. If he does influence the fight then a “risk to general” roll will be needed (see section 16.1).

c) Compare the combat value of each side. The side with the higher modified combat value rolls 2D6 and adds the score to the difference in combat values. He then consults the combat resolution table below. If combat values are equal, the attacker is designated as the higher score, and it is he who rolls, but with no plus for any combat value advantage.

Combat Resolution Table

2 3 4 5 6 7 8 9 10 11 12 13+

Higher CV is Inf/Art vs

Inf/Art

hR hR hD hD F F F lD lD lR lR Q or N

Higher CV is Cav. Vs

Cav.

hR hR hD hD B B B lD lD lR lR Q or N

Higher CV is Cav. Vs

Inf./Art.

N hR H H B B B lD lD lD lR Q

Higher CV is Inf./Art. Vs

Cav.

hR hR hD hD B B B H H H lR N or Q

KEY DESCRIPTION CASUALTIES

Loser Winner

lR/hR Lower (l) or Higher (h) CV Routs 8” (Inf.)/16” (Cav.) 3 1

hD/lD Lower (l) or Higher (h) CV retires 6” (Inf.)/8” (Cav.) and is Defeated 2 1

B Cavalry break off 8” and are Disordered 1 1

H Cavalry halt at 4”, dismount and are Fightin’ 1 1

Q Losing Defender Routs before contact 1 0

N Losing Attacker refuses to charge. Stands Defeated 0 0

F Infantry Firefight (see below) 2 2

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19.3 Firefight Resolution Procedure In some situations two forces, despite the protestations of their officers, will just not push forward to get a decisive result. When that happens a Firefight breaks out, where both sides trade shots at close range, in many cases inflicting or suffering terrible losses. When that happens we use the following procedure to resolve the firefight:

Troops with Superior Weapons will inflict add an additional casualtyTroops with Repeating Weapons will inflict two additional casualties Roll 1D6 each, with the higher dice roll inflicting an additional casualty on their opponents.

Starting at the top, work through the situations until one applies to only one side in the current firefight:

i. Defeated troops lose the firefight (includes if they have become Defeated due to casualties received in the firefight)

ii. Troops defending a stone wall or hard cover always win the firefight, whatever the losses. iii. Resolute troops win the firefight iv. Veteran troops win the firefight v. Average troops win the firefight vi. The side who rolled higher wins the firefight

The loser of the firefight withdraws to 4” distance from his enemy, and is Fightin’.

If there is no winner of the firefight, both sides stay at 4” distance, count as Fightin’, and will re-fight the firefight when either side’s card is drawn unless a commander uses his PIPs to withdraw a unit from the fight or rally a unit to Normal morale.

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20 Combat Reactions The results of combat may affect the troops surrounding the action, as well as the troops physically involved. Here we apply the following automatic results.

a) Defeated troops which are forced to retire by a combat result (not a firefight result) will Rout.

b) The troops supporting the losers of a combat must withdraw to 4” distance of victors, with gunners abandoning their guns if necessary, although light artillery may limber up and withdraw.

c) All Defeated troops, within 8” of the combat position of Routed defenders, will also rout in the same direction.

d) Troops directly behind Routers, and within 4", are burst through, and also Rout if they are the same or worse class as the routers. Higher class troops stay put but become Disordered. Resolute or Aggressive troops always count as higher class.

e) Fightin’ or Defeated troops, outside of 4”, which are Routed through also Rout

f) Cavalry that Rout their opponents immediately are allowed to breakthrough to the limit of their charge move. If they contact any enemy units, they may initiate combat and will not count Disordered until the end of the breakthrough move.

g) Cavalry are Disordered at the end of a combat, or after breakthrough.

h) Each unit who Rout their opponents must take a test to see if they enter Pursuit. If they do they will do so immediately until rallied. The exception here is Cautious troops who never pursue Throw 1D6: 6= Pursuit; 4,5,6= Pursuit if Raw or Aggressive.

i) Any Defeated or Routed unit that cannot retire without interpenetrating enemy troops is eliminated (wiped out or taken prisoner)

Units in Pursuit must breakthrough immediately to the limit of their move. In subsequent moves they will move straight ahead at full speed, and will charge the nearest enemy within a 45 arc with no command PIP needed. Cavalry will automatically try to Opportunity charge. They will stay in Pursuit mode until either Rallied by an officer, or forced to stop/retire by a Combat result or Status check.

21 Resolving Disputes No set of rules may cover all eventualities encountered during a wargame. If you find such a situation, we suggest that you resolve this according to the spirit of the rules:

- Compare Leadership factors of the Generals commanding the troops involved in the dispute. The better General wins the argument

- If the Generals are of the same quality, compare the troops involved. Aggressive troops win the argument, followed by Resolute, Veteran, Average, Raw and finally Cautious troops.

- If the Generals and the troop quality are the same, then roll a dice. Highest wins! - If all else fails, joining the TooFatLardies Yahoo! Group

http://groups.yahoo.com/toofatlardies and ask the author for a ruling!

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22 Grand Tactical Command Phase This phase of the commander’s turn is used to influence units still on blinds. Blinds receive three command PIPs regardless of their commander’s ability.

22.1 Using PIPs for Units on Blinds When a force is still on a Blind it may use its command Pips to do the following things:

Move a blind up to a full move. There are no penalties for change of face/wheeling of a blind.

Deploy a blind from column of march to fully deployed.

22.2 Using a Commander’s Pips with Units on Blinds The only commanders who can influence a unit on Blinds with his command PIPs is either the Commander in Chief or a commander higher up the command chain than the blind in question and then only if their figure is deployed on the table. So, in a large battle the Corps commander or the Divisional commander can command a Brigade Blind with their PIPs. They may do the following things:

Move a Blind up to the limit of its full move.

Deploy a blind from column of march to fully deployed.

Voluntarily deploy the troops from the blind onto the table

These moves may not be in addition to moves that may have been made on the Blinds card. The moves cost 1 PIP per 8” distance from the commander to the Blind.

22.2.1 Movement Distances for Blinds When deployed on a Blind a force may mover the following distances, depending on what its formation is. Column of march blind: 8" per PIP. Fully Deployed blind: 4" per PIP.

22.2.2 Multiple Moves Blinds may take multiple moves if they are outside of 16” of visible enemy troops (outside of 4“ of built up areas or woods), or outside of 4” of enemy blinds. Therefore, a brigade on a Column of March blind commanded by an Inexperienced officer who rolls a 3, may move 24”, or 16” and change to a Deployed formation.

22.2.3 Movement in Difficult Terrain Thick woods, steep hills and built up areas are defined as Difficult Terrain etc. This reduced movement by 50% for all blinds. Artillery can never enter Difficult Terrain, even when on a Blind. A blind must leave it’s artillery behind if it enters Difficult Terrain. Blinds not in the open take the move distance appropriate to the terrain they start in. For example, a deployed Blind starting from just 1” inside a wood, which moves into the open, moves only 2” in total. This represents the reordering that must occur on exit from the difficult terrain.

22.2.4 Deploying Troops From a Blind A commander may choose to voluntarily deploy all or some of the troops from a Blind (for example, an artillery battery). The unit is activated on the Blinds card or may fire at Coffee! The unit may fire, and the commander may choose to use some of his Blind’s own command PIPs to move or Rally it as required.

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23 Commander Ratings Whilst the rules thus far have focussed on allowing the gamer to re-fight historical engagements, it is, of course, entirely possible to fight entirely fictitious battles with commanders of your own design. To make like somewhat simpler we have included the following tables to allow you to rate your units according to the period and theatre of the conflict.

23.1 The Patent TCHAE Automated Character Generator If you just want to get started, or don’t have enough information on the historical commanders for your battle, try the Patent TCHAE Automated Character Generator:. Throw 1 d10 per commander and read off the table:

COMMANDER UNION

1861-3

CONFEDERATE

1861-3

UNION

1864-5

CONFEDERATE

1864-5

Political 1-3 1 1 1

Cautious/

Inexperienced

4 2 2 2

Inexperienced 5,6 3,4 3-5 3

Bold/Inexperienced 7 5,6 6 4

Professional 8 7 7,8 5,6

Bold/Professional - 8 9 7

Cautious/Professional 9,10 9 10 8,9

Gifted - 10 10

23.2 Historical Commander Ratings To add some flavour to the proceedings, why not use some famous commanders of the period, with

suggested TCHAE characteristics.

23.2.1 Divisional Commanders

UNION CONFEDEERATE

Meade Professional Hood Bold/Professional/Inspirational

Birney Cautious/Inexperienced Heth Political

Sedgwick Cautious/Professional/Inspirational Jackson Gifted

Wadsworth Inexperienced A P Hill Gifted

Hunt Professional (artillery) D H Hill Inexperienced

Sheridan Professional Early Bold/Professional

Sherman Professional McLaws Cautious/Inexperienced

Humphreys Professional Pickett Inexperienced

Barnes Political Pender Professional

Caldwell Political Ewell Professional

Doubleday Cautious/Inexperienced Law Inexperienced

Greene Inexperienced Rodes Bold/Inexperienced

Kilpatrick Bold/Political Kershaw Professional

Buford Professional JEB Stewart Bold/Professional/Inspirational

Gibbon Professional/Inspirational Pemberton Cautious/Inexperienced

Chamberlin Bold/Professional/Inspirational Bragg Cautious/Inexperienced

Forrest Gifted/Inspirational

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23.2.2 Brigade Commanders

UNION CONFEDERATE Gibbon Gifted/Inspirational Barksdale Bold/Professional/Inpsirational Vincent Professional/Inspirational Law Professional Custer Bold/Professional/Inspirational Kershaw Professional/Inspirational Kilpatrick Bold/Inexperienced Hood Bold/Gifted/Inspirational Couch Political Early Bold/Professional Meredith Political Cleburne Gifted/Inspirational Cutler Inexperienced JR Davis Political Trobriand Professional Wilcox Professional/Cautious Brewster Inexperienced Semmes Professional Carr Inexperienced/Inspirational Wofford Bold/Inexperienced Ward Inexperienced JB Anderson Inexperienced Graham Political Robertson Bold/Inexperienced Birney Professional Pickett Bold/Inexperienced Barnes Political Armistead Professional Caldwell Inexperienced Hays Inexperienced/Inspirational Kelly Inexperienced/Inspirational Walker Inexperienced Meagher Inexperienced/Inspirational Rodes Professional/Inspirational Zook Inexperienced Pender Professional Greene Professional Pettigrew Bold/Inexperienced

24 Unit Ratings These rules will give the best results when combined with carefully researched unit characteristics.

We do recognise that this will often not be possible and so, with some trepidation, below are

suggested compositions of forces for the two sides throughout the war. These will give an early,

middle or late war feel, plus a variety of troop types which should challenge each side.

24.1 Union Artillery

TROOP TYPE YEAR SUGGESTED TCHAE RATING

ARMAMENT

Eastern Theatre Western Theatre

All1863+

Rifled Battery 75% Average 25% Veteran

6 x Light Rifles

Heavy Rifled Battery 75% Average 25% Veteran

6 x Heavy Rifles

Horse battery Veteran 6 x Light Rifles Smoothbore battery 75% Average

25% Veteran 6 x Medium smoothbore

Western Theatre 1861-2 Rifled Battery Average 4 or 6 Light Rifles, Smoothbore Battery Average 4 or 6 medium

smoothbores Heavy Rifled Battery Average 4 or 6 Heavy Rifles Light Smoothbore Battery Average 4 or 6 Light Smoothbores

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24.2 Union Cavalry

TROOP TYPE YEAR SUGGESTED TCHAE RATING Volunteer Cavalry Regts. 1861-2 Raw

1863 60% Average 20% Raw

20% Veteran 1864-5 40% Veteran

40% Veteran/Aggressive 20% Average

US Regular Regts. 1861-5 Veteran

24.3 Union Infantry

TROOP TYPE YEAR SUGGESTED TCHAE RATING 1861 70% Raw

20% Average 10% Raw/Resolute

1862 70% Average 20% Raw

10% Veteran 1863 40% Average

40% Veteran 10% Raw

10% Veteran/Resolute

Volunteer Infantry Regts.

1864-5 30% Average 30% Veteran/Cautious

20% Veteran 10% Veteran/Resolute

10% Raw Well-known Infantry unitsUS Regulars 1861-2

18631864

Average/ResoluteVeteran/Resolute

AverageUS Sharpshooters All Veteran, Marksmen, Superior

WeaponsIron Brigade units 1862-3 Veteran/Resolute Irish Brigade units All Average/Aggressive 17th, 20th Maine 1863 Veteran/Resolute

24.4 Confederate Artillery

TROOP TYPE YEAR SUGGESTED TCHAE RATING

ARMAMENT

Rifled Battery All 75% Average 25% Veteran

4 x Light Rifles, Second rate equipment

Heavy Rifled Battery All 75% Average 25% Veteran

4 x Heavy Rifles, Second rate equipment

Smoothbore battery All 75% Average 25% Veteran

4 x Medium smoothbore Second rate equipment

Light battery All 75% Average 25% Veteran

4 x Light smoothbore Second rate equipment

English equipped battery All 75% Average 25% Veteran

4 x Heavy Rifles

Washington Light artillery

All Veteran 4 x Light Rifles

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24.5 Confederate Cavalry

TROOP TYPE YEAR SUGGESTED TCHAE RATING Volunteer Cavalry Regts. 1861-3 70% Average/Aggressive

30% Veteran/Aggressive

1864-5 30% Average 20% Average/Cautious 20% Average/Aggressive20% Veteran/Cautious 10% Veteran/Aggressive

Well-known Cavalry UnitsForrest’s Western Cavalry

1862-4 Veteran/Aggressive Shotgun and carbine armed. May form in line when dismounted

24.6 Confederate Infantry

TROOP TYPE YEAR SUGGESTED TCHAE RATING 1861 30% Raw

30% Raw/Aggressive20% Raw/Resolute 20% Average/Aggressive

1862 40% Average 20% Average/Resolute 20% Average/Aggressive20% Veteran/Aggressive

1863 20% Average 20% Average/Resolute 20% Average/Aggressive20% Veteran/Aggressive20% Veteran/Resolute

Volunteer Infantry Regts.

1864-5 30% Average 20% Average/Resolute20% Veteran/Resolute 20% Veteran/Cautious 10% Raw/Resolute

Well-known Infantry unitsLouisiana Tigers 1861-3 Average/Aggressive2nd, 4th, 14th, 30th North Carolina

1862-3 Veteran/Resolute

1st, 4th, 5th Texas 1862-3 Veteran/Aggressive/ResoluteOrr’s rifles 1861-3 Average, Marksmen

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24.7 Infantry Armament The type and quality of small arms available to the armies changed as the war progressed. As for the unit ratings, it would be most rewarding to research each unit for the battle at hand. In the absence of such detail, here are some general guidelines, drawn from the proportions used at some major engagements through the war.

FORCE YEAR ARMAMENT Union Army of the Potomac

1861-2 50% Rifles 25% Second rate Rifles 25% Smoothbore muskets

1863 70% Rifles 15% Second rate Rifles 10% Smoothbore muskets 5% Superior Weapons

1864-5 90% Rifles 10% Superior Weapons

Union armies in the West 1861-2 30% Second rate Rifles 70% Smoothbore muskets

1863 50% Rifles 30% Second rate Rifles 20% Smoothbore muskets

1864-5 90% Rifles 10% Superior Weapons

Army of Northern Virginia

1861-2 40% Rifles 30% Second Rate rifles 30% Smoothbore muskets

Late 1863-1865

100% Rifles

CSA armies in the West 1861-2 30% Second rate Rifles 70% Smoothbore muskets

1863 45% Rifles 20 % Second rate Rifles 35% Smoothbore muskets

1864 55% Rifles 30% Second rate Rifles 15% Smoothbore muskets

24.8 Union Cavalry Armament

FORCE YEAR ARMAMENT Army of the Potomac 1861-2 80% Rifled carbine

20% Superior Weapons

1863 100% Superior Weapons 1864-5 40% Repeating Weapons

60% Superior Weapons Union armies in the West 1861-2 Sabre only, no firepower 1863 50% Rifled carbine

50% Smoothbore carbine 1864-5 20% Repeating Weapons

50% Superior Weapons 30% Rifled carbine

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24.9 Confederate Cavalry Armament

FORCE YEAR ARMAMENT Army of Northern Virginia

1861-3 20% Rifled carbine 80% Smoothbore carbine or shotgun

1864-1865 30% Rifled carbine 70% Superior Weapons

CSA armies in the West 1861-2 100% Smoothbore carbine or Shotgun

1863 80 % Smoothbore carbine or Shotgun 20% Rifled carbine

1864 50% Rifled carbine 50 % Smoothbore carbine or Shotgun

24.10 Artillery Armament

FORCE YEAR ARMAMENT Army of the Potomac 1861-2 50% Light Rifles

10% Heavy Rifles 35% Medium Smoothbore 5% Second Rate Medium Smoothbores

1863-5 55% Light Rifles 5% Heavy Rifles 40% Medium Smoothbore

Union armies in the West 1861-2 25% Light Rifles 15% Heavy Rifles 15% Medium Smoothbore 30% Light Smoothbore 10% Second Rate Medium Smoothbores

1863 50% Light Rifles 10% Heavy Rifles 35% Medium Smoothbore 5% Second Rate Medium Smoothbores

Army of Northern Virginia

1861-2 30% Light Rifles 10% Heavy Rifles 20% Medium Smoothbore 20% Light Smoothbore 20% Second Rate Medium Smoothbores

1863 45% Light Rifles 10% Heavy Rifles 40% Medium Smoothbore 5% Second Rate Medium Smoothbores

1864-1865 45% Light Rifles 5% Heavy Rifles 50% Medium Smoothbore Note: majority should count Second rate due to ammunition problems

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FORCE YEAR ARMAMENT CSA armies in the West 1861-2 20% Light Rifles

15% Medium Smoothbore 30% Light Smoothbore 35% Second Rate Medium Smoothbores

1863 30% Light Rifles 35% Medium Smoothbore 15% Light Smoothbore 20% Second Rate Medium Smoothbores

1864 15% Light Rifles 55% Medium Smoothbore 30% Second Rate Medium Smoothbores Note: majority should count Second rate due to ammunition problems

24.11 Regimental Variations Regiments can have additional characteristics. Throw 1 D10 per unit: 1 The unit are Marksmen 10 The unit are lead by an Inspirational Colonel

The tables above allow historically accurate forces to face each other in a fictitious scenario. To fully exploit the rule mechanisms, and really get the flavour of the period, the ‘gamer is encouraged to research regimental histories and tailor their forces to the armament, training and leadership evident through the various phases of the war. There are many examples of Inspirational Regimental commanders in the ACW. Indeed, many of these men died in the act of inspiring their men! Some favourites are listed below:

UNION CONFEDERATE 24th New York Andrew J Barney 6th Alabama John Gordon 140th New York Patrick O’Rorke 1st Texas Philip Work 20th Maine Joshua Chamberlin 26th North Carolina Henry Burgwyn Jr. 97th Pennsylvania Galusha

Pennypacker35th Btn Virginia Cavalry

Elijah White

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25 Game aids

25.1 Unit Type Memory Jogger You can give each player one of these to help them understand how to best use their units. A tick

indicates what they are best at, a cross what they should really try to avoid.

UNIT TYPE FIRE MORALE ATTACKING COMBAT FIREFIGHT

Veteran - -

Average - - - - -

Raw X X - X X

Aggressive - - -

Cautious - - X - -

Resolute - - -

2nd rate equipment X - - - -

Superior Weapons - - - -

Repeating Weapons - - - -

25.2 Orbat Administrator Players who prefer not to remove casualties from units, or who are using alternative basing systems, may

find the a unit roster useful. Copy and laminate the one below and then use china-graph pencils or wipe-

off pens to keep tabs on your units.

BrigadeCOMMANDER TYPE/DICE INSPIRATIONAL COMMANDER? LEADERSHIP FACTOR

Unit Experience Character Arms Inspirational Commander?

StartingStrength

Casualties Current Morale State

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26 Fighting Large Battles Although much of flavour of They Couldn’t Hit An Elephant comes from the inclusion of

regimental characteristics, it is recognized that the gamer may wish to play larger scale games at the Corps level and beyond. Here are some suggested amendments to the rules which will make this possible. We have used these successfully for games up to Army size, however please feel free to modify these as you see fit in order to get the type of game you are interested in and the feel that you wish to achieve.

26.1 Unit Organization (Section 1): Infantry Brigades should be represented by a number of bases, each of three to four figures. One base represents 200 men. Each base is 1” wide.

Cavalry Brigades should be represented by a number of bases, each of two figures. One base represents 100 men. Each base is 1” wide.

Artillery Brigades should be represented with one model per 8 guns, on a base 2” wide. (therefore a CSA brigade of 4 batteries of four guns is represented by two models, as is a Union brigade of three batteries of six guns).

26.2 Ground Scale (section 2): The ground-scale now becomes one inch equals fifty yards

26.3 Unit Formations (Section 3):The normal line and column formations continue to be used, however with a larger scale game an additional formation is added, the Supported Line. A Supported line is a brigade deployed in two lines, one behind the other, with a 2” gap in between. This formation automatically counts +1 for Rear Support in combat. It is shown below.

26.4 Zone of Control (section 3): Due to the change in ground scale the Zone of Control to the front of a unit is now reduced to just 2”.In all other respects the Zone of Control rules apply as rote.

26.5 Spotting (Section 11): There is no change to the Spotting distances for the Corps level game, because of the close terrain usually found on ACW battlefields- it is assumed that it Is harder to spot a brigade than a division in this type of terrain, and that this therefore cancels out the change in ground scale.

2”

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26.6 Firing (Section 14):

Range Table Corps Level Game

GUN CALIBRE CLOSE EFFECTIVE EXTREME Medium SB 6” 12” 24” Light SB 4” 8” 18” Heavy Rifled 8” 24” 40” Light Rifled 6” 18” 32” Infantry Rifles 6” - - Rifled Carbines 4” - - Smoothbore Weapons 2” - -

As with the smaller level game, firing is under taken with 2D6 per gun model or 1D6 for each two bases of infantry.

26.7 Combat (Section 14.2) Each gun model in Support +1

26.8 Corps Commanders

UNION CONFEDERATE

Meade Cautious/Professional Longstreet Cautious/Professional

Burnside Political Jackson Bold/Professional

Sykes Cautious/Inexperienced Hood Bold/Political

Sickles Bold/Political A.S.Johnston Professional/Inspirational

Hancock Cautious/Professional/Inspirational A.P. Hill Inexperienced

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27 Starter Scenario: The Battle of Kernstown The battle of Kernstown was fought on March 23rd, 1862 and was General Thomas “Stonewall” Jackson’s first as an independent commander, beginning his legendary defence of the Shenandoah Valley against overwhelming odds.

The ratings of both commanders and troops gives an insight into how players should assign these in their own games. Although Jackson would become a superb commander, at Kernstown he was very much learning his trade. But he was clearly an inspirational figure to his men and willing to take risks, hence Bold/Inexperienced/Inspirational. His opposite number, Kimball, was commanding the Division only because Shields had been injured in a skirmish the previous day. Kimball was a very experienced regular army officer, and had he been in command of his brigade would rate as Professional. As a Divisional commander, however, he was, and is therefore rated as, Inexperienced.

The majority of the troops at the battle had been in uniform for several months and were thus well versed in drill, with many also having experienced some action. A few, such as the Stonewall brigade - only Garnett’s men - had experienced a major battle, but very few could be said to be true veterans. Therefore most units are rated as Average. The Stonewall brigade, as with many of the top quality confederate troops in the early years, are classed as Aggressive, to simulate the extra élan they bought to the attack.

The Battlefield Kernstown was surrounded by wooded, hilly terrain, none of which was so dense, or steep, as to seriously hamper military operations, but which would aid a defender. The dominant ground is known as Pritchard’s hill. There was a small stream running though the town, which was eminently fordable. And to mark it out as an ACW battlefield, there is a long stone wall to the west!

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Union order of battle

Shield's Division Kimball (Inexperienced) Artillery commander: Daum (Detached; Inexperienced)

1st Brigade (Kimball) 8th Ohio 2 bases Raw 67th Ohio 5 bases Average 84th Penn 5 bases Raw/Inspirational Colonel 14th Indiana 5 bases Average Bty H, 1st Ohio Lt. artillery 6 medium smoothbores Average Bty L, 1st Ohio Lt. artillery 6 medium smoothbores Average

2nd Brigade Sullivan (Inexperienced) 5th Ohio 5 bases Average 62nd Ohio 5 bases Average 13th Indiana 5 bases Average 29th Indiana 5 bases Average Battery E, 4th US artillery 4 Light rifles Veteran

3rd Brigade Tyler (Inexperienced) 1st West Virginia 4 bases Average/Inspirational Colonel 7th Ohio 5 bases Average 29th Ohio 5 bases Average 110th Penn 4 bases Raw 7th Indiana 5 bases Average Battery A, 1st West Virginia 4 Light rifles Average Battery B, 1st West Virginia 4 Light rifles Average

Cavalry Brigade Brodhead (Inexperienced) 1st Penn. 3 bases Average/Cautious/sabre only 1st Michigan 3 bases Average/Cautious/sabre only 1st West Virginia 3 bases Average/Cautious/sabre only

Confederate Order of battle

Jackson (Bold/Inexperienced/Inspirational)

1st Brigade Burk (Inexperienced) 21st Virginia 3 bases Average/Inspirational Colonel 42nd Virginia 3 bases Average 48th Virginia 3 bases Average 1st Virginia ("Irish battalion") 2 bases Average Hampden's Virginia Battery 4 medium smoothbores Average

2nd Brigade Fulkerson (Inexperienced) 23rd Virginia 2 bases Average/Inspirational Colonel 37th Virginia 2 bases Average Danville's Virginia Battery 4 medium smoothbores Average

3rd Brigade Garnett (Cautious/Inexperienced) 2nd Virginia 3 bases Average/Aggressive 4th Virginia 3 bases Veteran /Aggressive 5th Virginia 4 bases Veteran /Aggressive 27th Virginia 3 bases Average /Aggressive 33rd Virginia 3 bases Average /Aggressive

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1st Rockbridge (VA) Battery 6 light smoothbores Veteran Allegheny (VA) Battery 4 medium smoothbores Average West Augusta (VA) Battery 4 medium smoothbores Average

Cavalry Brigade Ashby (Bold/Professional/Inspirational) 7th Virginia 3 bases Veteran/Aggressive Chew's battery 4 light rifles Average/Horse Artillery

Deployment and orders ConfederateAshby’s Brigade starts deployed as marked on the map and has Engage orders for Sullivan’s troops. All other Confederate units come on the table on either the southern end of Valley Turnpike or Middle Road, on turn one 1 (3pm). They may be on any orders, although they must be on column of march blinds.

UnionSullivan’s Brigade starts as marked on the map, on Hold orders. Kimball, Brodhead and Daum may deploy their Brigades anywhere north of Kernstown, between the Valley Turnpike and Old Road. They may be on any type of blind, and are on Hold orders.

Tyler’s Brigade arrives on the Middle Road on turn six (4pm). They may have any orders, and are on a Column of March blind.

Umpire notes If you slavishly follow the ground scale, then this battlefield is large, and sparsely populated with troops. I suggest that you scale the map at approx 18” = ½ mile, and only represent the area of the battlefield marked by the dashed line on a 6’ by 4’ table.

Allow the Union to detach batteries to be placed on Pritchard’s Hill under Daum’s command. This needs to be ordered by Kimball at a cost of two command PIP’s for each brigade that he detaches guns from (to represent “negotiations” with the infantry!). Once detached, the guns move towards Prichard’s Hill at normal movement rate, deploying on the table if they were originally on a blind.

It appears all the troops at Kernstown were armed with rifles. If you would like to experiment with a greater variety of troop types, roll a d10 per unit. On 1 or 2 give the unit Smoothbore muskets, on a 3, 4 or 5 give them Second rate Rifles, and on a 9 or 10 give the unit Marksmen status.

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28 Advanced Scenario: The Battle of Gettysburg

The game should be played on a 6’ x 4’ table. The woods around Little Round Top are Difficult Terrain, as is Devil’s Den. Other woods are Light Terrain, as are the crop fields in Rose Farm. Plum Creek is no obstacle to movement.

Confederate Order of Battle

1st Division 1st Corps Law (Inexperienced) acting in place of Hood (injured)

1st Brigade Sheffield (Inexperienced) acting in place of Law 4th Alabama 3 bases Veteran 15th Alabama 5 bases Veteran/Inspirational Commander 44th Alabama 4 bases Average 47th Alabama 4 bases Average/Resolute 48th Alabama 4 bases Average/Resolute

2nd Brigade Robertson (Inexperienced) 1st Texas 4 bases Veteran/Aggressive/Resolute 4th Texas 4 bases Veteran/Aggressive 5th Texas 4 bases Veteran/Aggressive 3rd Arkansas 5 bases Average/Aggressive

3rd Brigade Benning (Inexperienced) 2nd Georgia 3 bases Veteran 15th Georgia 4 bases Average/Inspirational Commander 17th Georgia 4 bases Average 20th Georgia 3 bases Average

Artillery Henry (Inexperienced) Branch Bty 5xMed SB Average Rowan Bty. 6xLight Rifles Average Palmetto Bty. 5xLight Rifles Average

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Union Order of Battle

III Corps/1st Division/1st Brigade Ward (Inexperienced) 20th Indiana 4 bases Average 4th Maine 3 bases Average 86th NY 3 bases Average 124th NY 2 bases Veteran/Resolute 99th Penn. 3 bases Average

V Corps/1st Division/1st Brigade Vincent (Professional/Inspirational) 20th Maine 4 bases Veteran/Resolute/Inspirational Commander 16th Michigan 3 bases Average 44th NY 4 bases Average 83rd Penn. 3 bases Average

V Corps/2nd Division/1st Brigade Weed (Inexperienced) 140th NY 4 bases Veteran/Aggressive/Inspirational Commander 146th NY 5 bases Veteran 91st Penn. 2 bases Average 155th Penn. 4 bases Veteran

Units from other brigades of III Corps 2nd US Sharpshooters 2 bases Veteran/Marksmen/Superior Weapons 40th New York 4 bases Veteran/Resolute/Aggressive17th Maine 4 bases Veteran/Resolute

ArtillerySmith’s Battery 4xLight Rifles Average/Inspirational Commander Hazlett’s Battery 6xLight Rifles Average

Deployment and Orders UnionThe Union troops start with Wards troops deployed along the line A-E from Devil’s Den through into Rose Woods, and Smith’s Battery at Devil’s Den (point A). The Sharpshooters are deployed on Round Top. All have Hold orders, and are on Deployed Blinds. The 17th Maine line the stone wall marked C on the map. Vincent and Weed’s brigades, Hazlett’s battery and the 40th NY will arrive at later in the game.

ConfederateAll Confederate troops start between points X and Y, and maybe on any orders, on any type of blind. The artillery may be deployed off-blind.

Umpire’s Notes This is a scenario that will challenge both the command and control system and the players. Neither side has any effective command above the brigade level. The Union problems are self- inflicted as Sickles and Birney have over-ridden the chain of command to inextricably mix brigades and regiments together. This is exacerbated, and in retrospect was rescued, by the initiative shown by the V Corps commanders who rushed troops to Little Round Top.

For the Confederate side, the problems are caused by the artillery shell that hit General Hood just as he had set his Division in motion. Although Law was put in his place, Hood had not confided his overall plan to anyone. Law then proceeded to become distracted by the actions of a small number of units, to the detriment of the cohesion of the Division. He was also very slow to replace himself at the head of his Brigade.

Represent Law’s tardiness by not allowing Sheffield to be represented on the table until 2DAv turns have been played. Until he appears, Law’s brigade are activated on Law’s card (or the Blinds card

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whilst they remain unspotted), and he will need to spend PIPs moving those units as well as commanding the Division.

Although the terrain around Little Round Top is Difficult, historically Hazlett’s battery managed to reach and deploy on the crest (although it is interesting to read that General Gouverneur Warren declared the hill unsuited for artillery, and was overruled by Captain Augustus Martin!). Therefore this deployment should be allowed.

The assorted additional Union formations that feature on the order of battle should be treated in the following manner: The 2nd US Sharpshooters should be given a Hold order on Round Top. They will fight in Skirmish order, and will retire to keep 4” distance from formed enemy infantry. Vincent’s Brigade with Hazlett’s battery (which for our purposes will act as under Vincent’s command) arrive on move 4 at point B. They are on a column of march Blind and be on any orders.

Weed’s Brigade arrives on move 8 at point B. They are on a column of march Blind, on any orders.

The 40th New York arrive at point D on turn 12. They have a Hold order for Devil’s Den, and may therefore attack enemy troops holding it. Once they have gained Devils Den, they will revert to Hold order, and may be commanded by any Union Brigadier.

The 17th Maine will start deployed on the table along the stone wall marked C and will not move from the wall unless forced to by the Rebels.

All these miscellaneous troops will be activated on an additional card in the deck: Union Reinforcements.

The game ends at the completion of move twenty.

Victory conditions

Confederate Major Victory Take and hold Rose Woods, Devil’s Den and Little Round Top Confederate Minor Victory Take and hold Little Round Top Union Minor Victory Hold Rose Woods, Devil’s Den and Little Round Top Union Major Victory Hold Rose Woods, Devil’s Den and Little Round Top with

Weed’s Brigade not taking any casualties

An intriguing “what if” variant on this scenario is to pretend that Hood was not hit by that fateful artillery shell, and was able to command his Division during the attack, allowing Law to command his own brigade. This should certainly help the confederates and therefore some modification of the victory conditions should be made

Confederate Major Victory Take and hold Rose Woods, Devil’s Den and Little Round Top by move 16

Confederate Minor Victory Take and hold Rose Woods, Devil’s Den and Little Round Top

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29 Large Scenario: The Battle of Antietam

It is suggested that this game is played on a table 8’ by 6’. The woods are Light Terrain, as is the Cornfield. The Farms and Church are wooden buildings.

Union Order of Battle

Union I Corps Hooker (Bold/Inexperienced)

1st Division Doubleday (Cautious/Inexperienced ) 1st Brigade 3 bases Average 2nd Brigade 4 bases Raw 3rd Brigade 4 bases Average 4th Brigade 5 bases Veteran/Resolute/Inspirational Commander Artillery 1 base Med SB Average

2nd Division Williams (Political) 1st Brigade 5 bases Raw

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2nd Brigade 3 bases Average 3rd Brigade 7 bases Average Artillery 1 base Light Rifle Average

3rd Division Meade (Professional) 1st Brigade 6 bases Average 2nd Brigade 6 bases Raw Artillery 1 base Med SB Average

Union XII Corps Mansfield (Inexperienced)

1st Division Ricketts (Political) 1st Brigade 6 bases Average 2nd Brigade 5 bases Raw Artillery 1 base Light Rifle Average

2nd Division Greene (Inexperienced) 1st Brigade 4 bases Average 2nd Brigade 3 bases Veteran 3rd Brigade 4 bases Average Artillery 1 base Med SB Average

Union II Corps (part)

2nd Division Sedgwick (Cautious/Professional/Inspirational) 1st Brigade 5 bases Average 2nd Brigade 4 bases Veteran 3rd Brigade 5 bases Raw Artillery 1 base Med SB Average Artillery 1 base Light Rifle Average

Reserve Artillery Artillery 1 base Heavy Rifle Average Artillery 1 base Heavy Rifle Average

Confederate Order of Battle

Confederate Left Wing Jackson (Bold/Professional)

Lawton (Bold/Inexperienced) 1st Brigade 6 bases Average 2nd Brigade 6 bases Veteran/Inspirational Commander 3rd Brigade 6 bases Average Artillery 1 base Light Rifle Average

Jones (Inexperienced) 1st Brigade 4 bases Veteran 2nd Brigade 4 bases Average Artillery 1 base Med SB Average

Hood (Bold/Professional/Inspirational) 1st Brigade 4 bases Veteran/Aggressive/Inspirational Commander 2nd Brigade 4 bases Veteran/Aggressive

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Ripley (Inexperienced) 1st Brigade 7 bases Average Artillery 1 base Light Rifle Average

McLaw (Cautious/Inexperienced) 1st Brigade 4 bases Veteran 2nd Brigade 5 bases Average 3rd Brigade 4 bases Average 4th Brigade 4 bases Average Artillery 1 base Light Rifle Average

Walker (Bold/Inexperienced) 1st Brigade 5 bases Veteran/Aggressive 2nd Brigade 4 bases Average/Aggressive Artillery 1 base Med SB Average

Reserve Artillery Artillery 1 base Med SB Average

Union Deployment 1St Corps begin the game deployed anywhere north of the dashed line (N.B. North is to the bottom of the map). They may be on any type of Blind, or deployed on the table, on any type of order. Hooker has orders to attack and take the ridge behind Dunker church.

Mansfield with the XII Corps arrive at point A on move 8. They may be on any type of Blind, with any orders. Mansfield has orders to attack and take the ridge behind Dunker church. Sedgwick’s division arrives at point B on move 14. They are on a deployed blind, but may have any orders.

Confederate Deployment Jackson begins the game with Lawton, Jones, Hood, Ripley and the reserve artillery available. They may be deployed anywhere south of the dotted line, may be on any type of blind, or deployed on the table, on any type of order. Jackson must defend his positions, and specifically must hold the high ground south of Dunker Church at all costs.

McLaw and Walker will arrive on move 20 (assuming the Confederates are still holding out). They may deploy anywhere between points D and E, and are on deployed blinds. They may have any orders.

The Confederates also have an artillery battery at point C, Nicodemus Hill. It is suggested that the wargame table only extend to the edge of the West Woods, and this artillery to be represented as off-table, always firing at extreme range, and activated by the Confederate reserve artillery card.

Victory Conditions:

Union Major Victory: Take the high ground south of Dunker Church before move 16 Union Minor Victory: Take the high ground south of Dunker Church before move 20, with

Sedgwick’s Division taking no casualties. Confederate Minor Victory: Control Mumma Farm, Dunker Church and the West Woods at move

16Confederate Major Victory: Control the Mumma Farm, Dunker Church, East Woods, the

Cornfield and the West Woods at move 30

The game will end at move 30, or if the Union has taken the high ground south of Dunker Church.

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1.1 Order of Play 1 Draw Cards 2 Spotting 3 Tactical Command Phase 4 Fire Phase 5 Movement 6 Combat 7 Reaction Test 8 Grand Tactical Command Phase

Staff Officers Command Range is 8" per PIP used. Officer Class Number of PIPs Gifted DAv+2 Professional DAv+1 Inexperienced DAv Political DAv-1

Status test Throw 1D6 +/- modifiers +1 -2 Resolute >=25% Casualties Aggressive advancing -1 In cover Cautious advancing Casualties >10% but <25% +n Per Casualties this turn Officer Leadership factor Raw defending Per friends routing within 8” Under close SB artillery fire If the result is 1 or less the unit goes down one morale level (Normal->Fightin’, Fightin’->Defeated, Defeated->Rout)

Artillery Bombardment/Infantry fire Close Effective Extreme Target Close Art. Effective Extreme Infantry SB Rifle Medium SB 12" 18” 30” Enfilade/limbered/column 3 4 5 7 4 Light SB 8” 12" 24” Line 4 6 7 8 5 Heavy Rifled 12” 32” 48” Soft cover/Engaged target 5 7 8 9 6 Light Rifled 12” 24” 40” Deployed Artillery 6 8 9 11 8 Infantry rifles 8” - Hard cover/Skirmishers 7 8 10 12 8 Infantry Carbine 6” - Deployed artillery in redoubts 8 9 11 14 10 Inferior Weapons 4” - Prone skirmishers 10 10 12 15 12 Throw 1D6 per 2 infantry bases, 1D6 per 2 guns +/- modifiers +1 +2 -1 Veterans firing Repeating Weapons Raw Superior weapons Light SB firing Targets are Raw troops Fightin’ firer Marksmen firing 2nd rate artillery firing > close; 2nd rate small arms firing

Grand Tactical Movement Column of March 8" per PIP Fully Deployed 4" per PIP

Tactical Movement Infantry 6" Skirmishers that have fired 3” Infantry Rout 8” Cavalry 12" Cavalry Rout 16” Heavy/Med. Artillery 6” Light Artillery 12” Artillery Manhandle 2" (only Light) Officers 12"

Charge Opportunity/Reaction table Throw 1D6 + modifiers

+1 vs Raw troops Professional, Bold or Gifted commander Veteran troops Aggressive troops attacking flank/rear

+2 Charged from >½ move distance Charging flank/rear of slower moving troops

+n Leadership factor of an officer attached to unit

-1 Cautious or Political commander Raw troops Charged from Flank/Rear

Result: 6 or above May carry out desired charge/reaction 5 May carry out desired charge/reaction but are Surprised

Leadership Factor Officer Type Gifted/Inspirational +2 Professional/Inexperienced +1 Political 0

Spotting Throw 2D6 a= automatic Spot

Range is Less Than

5" 8" 16" 24"

36" 48"

Open a a 6 8 10 11 Light a 5 7 9 11 12

Difficult a 6 8 10 - - Officer on higher ground shifts 1 column left

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Combat Resolution a) Determine Combat Values (CVs)

Unit Type/Formation Opposition are Infantry Cavalry Artillery Infantry 4 4 3 Cavalry 2 4 3 Artillery 3 3 - Skirmishers 1 1 3

b) Add/subtract the following

+2 -2 Outnumber enemy 3:1 25%<casualties<50% 100% overlap Enfiladed by enemy within 4” Aggressive Troops attacking Fightin’ Defending hard cover +1 -1 Each infantry/cavalry support (max. of 3) Outclassed by enemy Outnumber enemy 2:1 10%<casualties<25% 50% overlap Surprised Shotgun armed cavalry Terrain advantage x50% Each 4 guns of artillery in support Defeated Medium SB in combat or support Disordered in good terrain +n Prone Outclass enemy by n grades Attached Officer Leadership factor

c) Calculate the difference in CVs. Higher score add 2D6 to the total d) Look up the result on table below

2 3 4 5 6 7 8 9 10 11 12 13+ Infantry beating Inf./Art. hR hR hD hD F F F lD lD lR lR Q/N Cav. beating Cav. hR hR hD hD B B B lD lD lR lR Q/N Cav. Beating Inf./Art. N hR H H B B B lD lD lD lR Q Inf./Art. beating Cav. hR hR hD hD B B B H H H lR N/Q

Key: Casualties Loser Winner lR/hR: Lower (l) or Higher (h) score Routs 8” (Inf.)/16” Cav. 3 1 hD/lD: Lower (l) or Higher (w) retires 4" (Inf.)/8" Cav. Defeated 2 1 B: Cavalry breaks off 8" Disordered 1 1 H: Cavalry halt at 4" Fightin’ (dismount) 1 1 Q: Losing defender Routs before contact 1 0 N: Losing attacker refuses to charge. Stands Defeated 0 0 F: Infantry Firefight develops, see below 2 2 Firefight resolution procedure:

1. Determine casualties inflicted i. Each side loses 2 casualty (as per result F, above). ii. Troops armed with Repeating Weapons inflict two additional casualties. iii. Troops armed with Superior Weapons inflict one additional casualty. iv. Roll 1D6. The higher rolling side inflicts an additional casualty. Thus, troops with Repeating weapons that roll highest will inflict 5 casualties overall- ouch! 2. Determine the winner of the firefight Starting at the top, work through the situations until one applies to only one side in the current firefight:

i. Defeated troops lose the firefight (including if a unit becomes Defeated due to casualties inflicted in the firefight)

ii. Troops defending a stone wall or hard cover win the firefight iii. Resolute troops win the firefight iv. Veteran troops win the firefight v. Average troops win the firefight vi. The side who rolled higher wins the firefight The loser of the firefight withdraws to 4” distance, and is Fightin’. If there is no winner of the firefight, both sides stay at 4” distance, count as Fightin’, and will refight the firefight when either side’s card is drawn.