War Between The States 2nd Edition ERules
War Between The States 2nd Edition ERules
1861 - 1865
2nd Edition
Living Rules
Updated March 3, 2006
2 War Between the States
Decision Games hereby grants permission for its customers to download and/or print copies of this file for
their personal use. Discussion folders for this game are located on Consimworld.com's discussion board.
These “living rules” were first posted on September 9, 2004. They contained 35,065 words.
These rules were updated and expanded on November 29, 2004. Those updates and expansions are
shown in blue text. The file contained 39,515 words at that time.
These rules were updated again on June 05, 2005. Those updates are shown in red text. The file
contained 39,619 words at that time.
These rules were re-formatted and further updated on June 19, 2005. Those updates are shown in
magenta text. The file contained 40,407 words at that time.
These rules were updated again on March 3, 2006. Those updates are shown in green text. The file now
contains 40,687 words.
Add one CSA river transport in hex B5121, the The road that runs from Wytheville at C0819 to
leader Beauregard in hex B2802 and the naval C1122 should continue through C1123, 1223,
leader Buchanan in hex C3119 on the 1862 1224 and connecting to the road in C1225.
deployment chart.
The road which runs through hex C6122 should
The fort listed in hex C2434 on the 1862 continue through hexes C6123, A6023 and into
deployment chart should be in hex C2534. hex A5924 where it connects with the road in that
hex. The road in hex C6124 should run into hex
The fort and garrison listed in hex C2434 on the C6123 where it connects with the road running
1863 deployment chart should be in hex C2534. through that hex.
Add the CSA leader Gardner in hex B2125, the Disregard the Blocked Hexside indicator which
CSA leader Magruder in hex B0130, the CSA runs between hexes C2432/C2533 -
leader Price in hex A2025 and the CSA naval C2334/C2434. Players may not move between
leader Buchanan in hex B3625 on the 1863 the Wilmington Peninsula and the mainland
deployment chart. anyway except by ferry or boat.
The fort and garrison listed in hex C2434 on the The river that flows between the cities of
1864 deployment chart should be in hex C2534. Philadelphia (C3401) and Camden (C3502) is
considered a tidal river up to and including the
Add one CSA river transport in hex B5121, the hexside between those cities.
CSA leader Magruder in hex B0132 and the CSA
leader Walker in hex B5205 on the 1864 Disregard the five hexside river that runs from
deployment chart. C6125/26 to C0226/27. It should not be there.
The 1 point Garrison listed in hex C4511 of the The red forts printed on the map are for historical
Campaign Game deployment should read C1145. reference only. They have no effect on play.
The Campaign Game Deployment Chart should The 2-star variant leader counter for CSA leader
include the 1st Infantry Corps HQ at C2608. Bragg should be a 3-star leader.
[1.0] INTRODUCTION
War Between the States is an operational-level simulation of the American Civil War, 1861-1865.
“Operational-level” means the role of a player encompasses elements of both strategy and tactics. In
some cases, he plans the overall conduct of the war (strategy), while at other times he must make
decisions affecting the outcome of individual battles (tactics). The game is conducted on three maps that
join to portray the theatre of operations from Philadelphia, Pennsylvania, to Galveston, Texas, to St.
Joseph, Missouri, to Jacksonville, Florida. The playing pieces represent the armed forces of the Union
and Confederacy.
War Between the States is a two-player game. One player represents the Union, the other the Con-
federacy. Each player moves his units and executes attacks on enemy units in turn, attempting thereby to
establish conditions of victory for his side. Periodically the players conduct a “Strategic Turn,” during
which they mobilize or demobilize armies, maintain armies already existing, promote or demote
commanding officers (leaders), and generally establish who is winning or losing via the political and
victory conditions.
[3.12] The game map comes in three 34” x 22” map sections. On each map section is a compass rose,
which should be oriented so north is in the same direction on all maps. Each map should be placed so its
position relative to the other maps corresponds to the diagram. You will note on maps A and B the longer
axis is west to east, while on map C the long axis is north to south.
[3.13] Map A should be placed first. Then map B is laid over A so the top east-west hex row of map B
(Bxx01) coincides with the 27th hex row of map A (Axx27). In effect, the top band of eight hexes on map B
coincides with the bottom band of eight hexes on map A. Having placed maps A and B, map C is then
placed so its westernmost column of hexes covers the easternmost column of hexes of maps A and B.
Hex C0101 coincides with and covers hex A6101; hex C0140 coincides with and covers hex B6114.
Almost all ground combat units are printed on both sides in successive combat strength values. This
reflects the assessment of combat results, which in most cases require a unit to lose one or more strength
points, which in turn means it is either flipped over to show a lower strength or replaced by a unit of the
same type but lower strength.
All the units are shown in the Summary of Unit Types (see rule [3.22]). It is suggested players sort the
units and markers by type and color and keep them sorted, as that greatly facilitates setting up and
playing the game.
COMBAT UNIT
LEADER UNIT
Militia Points
Garrison Points
Partisan Cadre
Siege Train
Corps
Field Army
Military Department
Supply Train
Supply Depot
River Flotilla
Naval Flotilla
River Transport Flotilla
Naval Transport Flotilla
Ironclad (note: Union 20-40 naval counters are ironclads, even though they do not have the double-hull
graphic)
Base (Naval)
Naval Leader
Entrenched 1st Game Turn
Fort/Fortress
Rail Repair
Railhead
Entrained Marker
Rail Cut/Junction
Supply Level Markers
Supply Markers
Initiative Chit
Combat Intensity Chit
Friendly Territory is delineated on the map as belonging to one player or the other: the Confederacy is
friendly to the Confederate player, the Union to the Union player. All the hexes, cities, railroads, etc.,
within that territory are friendly initially, and remain friendly to the owning player throughout the game,
unless taken control of by the enemy player. That is, friendly territory is what you begin the game
controlling. Enemy territory is everything else, plus whatever of your original territory the enemy presently
controls (see Hex Control, below). What is friendly and what is enemy is important when executing a
forced march. (You have a choice. You can keep track of each hex you transit in your opponent’s territory
and vice-versa, or you can use your common sense when executing a forced march.)
Hex Control: a player controls a hex and any city therein if his unit was the last to occupy or enter that
hex. The presence of a fort modifies that statement (see section [13.0]).
Phasing Player: The player whose turn is in progress. The other player is the non-phasing player.
A Unit is any counter bearing a discrete combat and/or movement allowance, except a garrison (see rule
[3.25]).
8 War Between the States
Movement Allowance is the basic movement ability of a unit quantified in movement points.
Movement Points (MPs) are the cost for a unit to enter or cross a specific hex or hexside.
Cavalry division counters range in sequential strength from five down to two, and follow the same
reduction principle.
Since militia unit set-ups are given in points, some may think militia can combine once placed or built, but
that is wrong. Once placed, a militia unit is a unit, not points. That is, two 2-2 militia units may not combine
into a 4-2, which is something that is also important to understand in relation to production. Further, a
militia unit cannot slough off a brigade, as it has no brigades. A garrison unit, on the other hand, may drop
off garrison points as it moves.
[3.26] The counter mix is the absolute limiting factor on the number and types of units and markers a
player may have in play or in production at one time, except he may devise new railhead and cut markers
as needed. Forts and entrenchments are limited by the counter mix.
The first player determines which leaders (and, by inference, which units) have the initiative to at-
tack. Having done so, the first player may make attack with the units that have the command to do
so. Each attack must be completed before the next attack is stated and resolved (see rule [8.3]).
b. Battle Segment
Resolve each attack by following the combat routine (see section [8.0]).
[4.4] During the first strategic turn of the campaign game, each player skips the supply consumption
routine of the supply and consumption phase.
[5.0] MOVEMENT
During the movement phase of his player turn, the player may move all, some or none of his units.
Because of the nature of the units, movement can be divided into two general classes: ground movement
and water movement (see sections [6.0] and [7.0]). This section describes the rules common to both
classes of movement.
To move a unit or stack of units, a player displaces them hex by hex through the grid on the map. (For
certain kinds of water movement, displacement is hexside by hexside.) The path of movement must be
continuous. (Units cannot fly or leapfrog over intervening hexes.) As a unit moves, it must expend some
portion of its movement allowance to enter each new hex on its path.
[5.1] Initiative
At the beginning of every game turn, each player blindly selects an initiative chit from the cup. His pick
establishes his initiative number for that entire game turn. Note that, because the choice is made from a
common pool, one player will always pick a higher number than the other. The player with the higher
initiative is the first player for that game turn. (He executes the first player turn.) The initiative number
chosen is also his “movement command allotment” (that is, the number of movement commands he may
issue freely during his movement phase).
War Between the States 11
[5.11] The Initiative Pool Composition Chart ([5.13]) states what the chit composition of the cup should be
during any given game turn. “Cup” is a representative term for any device the players select to facilitate a
random, blind choice of chits. We suggest tossing them in a wide-mouth coffee mug and always shaking
the mix before any pick.
[5.12] Players retain their initiative chits for the course of each game turn. They are returned to the cup at
the conclusion of each game turn.
[5.21] Issuing a movement command requires the issuing player to state: “I order Gen. So-and-So and
the forces under his command to move.” With that, the player executes the movement of said general and
force as he sees fit (see rules [5.25] and [10.1] for the definition of a force).
[5.22] In lieu of issuing a movement command to a leader, a player may issue a movement command to a
specific unit, saying, “I order this unit to move,” and then executing that order. Such a command is
inherently less efficient than ordering a leader to move. (Since a leader normally has several units in the
force under his command, all those units may move pursuant to their leader’s order.)
[5.23] After a player has exhausted the number of movement commands allotted by his initiative number,
he may attempt to activate or trigger the movement of additional leaders and the forces under their
commands. Each leader counter has an “Initiative Limit Value” printed on its face. To attempt to activate a
leader, the player states: “I am attempting to get this leader to move.” He then rolls a die. If the die roll
result is equal to or less than the initiative limit value of the leader, that leader and the force under his
command may be moved by the player, just as though the leader had been issued a normal movement
command. If the die roll result is greater than the printed leader initiative limit value, the attempt to
activate the leader fails and that leader may not move. There are no restrictions placed on a player’s
attempt to activate leaders (see rule [10.1]).
Note: a player must exhaust his allotment of movement commands before he attempts to activate and
move additional leaders through their own initiative. He cannot find out who moves on his own initiative
before he issues movement commands. In effect, he must expend his movement command allotment on
those leaders he feels he absolutely must move before he finds out which leaders can move on their own
initiative.
[5.24] Each player’s movement command allotment is determined anew, at the beginning of each game
turn, when they pick their respective initiative chits. A player is never required to issue movement
commands -- he may be happy with his existing deployment. Obviously, he may not issue more
movement commands than the number of his allotment, nor may he save movement commands from one
turn to the next. If he fails to issue his full allotment of movement commands, the un-issued balance is
lost.
[5.25] A force is defined as that collection of leaders, headquarters and combat units under the control of
one leader; that is, those he reaches with his span of command (see rule [10.1]).
Naval units do not require leaders to move and fight. They may do so freely with no initiative requirement.
[5.27] All units except naval units require a command to move. That includes supply trains, siege trains,
rail repair, and leaders themselves, in addition to all normal ground combat units.
[5.28] Movement of a force must be continuous for each force in turn. Movement begins when the player
assigns or attempts to obtain the initiative. A player may not determine who gets initiative and who does
not before he actually moves anybody.
Move each unit or stack of units individually, tracing its path of movement through contiguous hexes.
Once a unit has been moved and the player’s hand withdrawn, that unit may not move again, retrace or
change its path during that game turn.
[6.12] A unit may not enter a hex or cross a hexside if the Terrain Effects Chart (see map) prohibits such
movement.
[6.13] A friendly unit may not enter a hex containing an enemy unit except under the provisions of siege.
[6.14] A unit does not have the right to always move at least one hex. If it has not the necessary
movement points, it cannot move. For example, an infantry division has a printed movement allowance of
three MP. It costs four movement points for it to cross a river into a forest or swamp hex. An infantry
division cannot cross a river into a forest or swamp hex unless the player forced marches it. By the same
reasoning, a garrison unit can never cross a river and enter a forest or swamp, since even a forced march
will not give it sufficient movement points to do so.
[6.24] A unit may leave an enemy zone of control (rule [6.22]) at the start of its movement, and may move
directly to an adjacent enemy controlled hex, where it must stop moving (rule [6.21]). When you start in a
zone, you may leave; when you enter a zone, you must stop.
[6.33] All things being equal, a unit will experience fewer losses making a forced march through its own
country than it will experience marching through enemy territory. For simplicity’s sake, the test in the
game is merely: where does the march end, in my territory or not in my territory? That test throws the
players on the mercy of [3.23] (Friendly Territory, Hex Control), since it is the application of those
definitions that determine who owns what at a given moment in the game. It is left to the players how
rigorously they wish to apply the definition of hex control to the end of a forced march.
[6.41] A player may move a force of more than one unit (that is, a stack of units) just as though it were
one unit, as long as all the units in the stack are under the direct command of a single leader. That is a
consequence of the rules for leaders (see section [10.0]) and initiative (see section [5.0]).
[6.42] Units under common leadership may create and dissolve a stack of units along a common path of
movement as long as no involved unit violates its movement allowance in doing so.
[6.43] A player need not keep a force together. Once he has given movement command to the force, he
may move the units making up the force in different directions. Naturally, if they diverge far enough from
each other, they will not be together on the next turn, but that is the player’s choice. In effect, when a
player gives or rolls for a movement command for a force, he “energizes” all the units in the force, and he
may then move them together or separately or whatever.
14 War Between the States
Example: The Union infantry division and the 10th Corps are under Thomas’ command. The Union player
moves the division into hex 0804, whereupon the entire stack (Thomas, corps and division) move as one
to hex 1003. There Thomas and the corps stop. The division, which was force marching, proceeds to hex
1104.
[6.51] Rail transport points are allotted per cycle. A player may expend those points in any game turn of
that cycle as he sees fit, using them all in one game turn or just a portion of them each game turn.
Presume the example described in rule [6.5] occurred in the first game turn of a cycle in which the Union
player was allotted 30 rail transport points. The example showed the Union player expending seven rail
transport points, leaving the Union player a balance of 23 rail transport points to expend on additional rail
movement in the same or subsequent game turns of that cycle.
[6.52] Unused rail transport points may not be accumulated from one cycle to the next.
[6.53] A limited number of entrained markers are provided so a player can keep units entrained from one
game turn to another. In the example discussed in rule [6.5], assume the Union unit entrained in Game
Turn 1 of the cycle. It could then move up to 40 rail hexes and end the game turn still entrained. On Game
Turn 2 it could move 50 rail hexes remaining entrained and, finally, on Game Turn 3 it could move up to
another 40 hexes and detrain (expending one movement point in so doing, with two movement points re-
maining for normal movement). Note the Union player would have expended seven rail transport points in
each of the three game turns, a total of 21, leaving a balance of nine in his cycle allotment of 30. A player
may only keep a unit entrained if he has, or will have, a sufficient remaining balance of rail transport
points left to expend on the next game turn.
[6.54] The path of rail movement must be along contiguous rail hexes, and units can only entrain or
detrain in a rail hex. The only exception to this is at ferry crossing points, where a river interrupts the
continuous path of a railroad. A rail transport point may ferry across a river at a ferry crossing point for an
expenditure of one additional rail movement point.
[6.55] During a given game turn, no more than 10 combat strength points may be transported on a
common path between origin and destination. For example, if the Union player wants to move units
totaling 20 strength points from hex A to hex B by rail during the same game turn, he would require two
different routes that at no point shared the same path between A and B — though they may intersect or
cross at some point, they could not share the same rail line even if it were only for one hex.
War Between the States 15
[6.56] Rail movement occurs during the player’s movement phase and, as the examples have illustrated,
in some circumstances a given unit can combine rail movement with normal movement. Except for the
ability of units using rail movement to ignore intervening terrain, a unit moving by rail is bound by all the
limits and restrictions of normal movement. A unit must be issued a movement command on the game
turn it entrains and initiates rail movement. An already entrained unit, however, having initiated rail
movement during an earlier game turn, can be assumed to continue its rail movement under the
movement command issued on the turn it began the journey. As written, this rule could be interpreted to
permit a player with a lot of RTPs to create an entrained reserve by entraining a unit, say in 1861, moving
it to some central location and then dispatching it to some threatened point years later, all under the
auspices of the original movement command. To prevent that kind of abuse, players can require each
other to write intended rail movement orders for any journey lasting more than one game turn, specifying
destination, route and ETA, which schedule must be rigidly adhered to on penalty of elimination of the
units concerned.
[6.57] Supply trains, siege trains, and railway repair units may move by rail. Each has a weight of one
combat strength point for purposes of rail movement. An empty headquarters unit (one having no combat
units attached to it) may move by rail and water as leaders do (see rule [10.31]). Supply points may be
moved by rail during a game turn. Each supply point weighs one combat strength point. To show the
supply points are loaded on the train, place an entrained marker on top of the supply points. Supply points
may be loaded to or unloaded from a train anywhere along a railroad at the cost of one rail movement
point.
[6.58] Units may entrain and detrain in an enemy zone of control with no special restriction or cost. Just
apply rule [6.2]. An entrained unit itself has no zone of control. If attacked, an entrained unit automatically
detrains and its strength is halved. An entrained unit may not attack.
[6.59] If any given unit’s rail or water movement takes more than one turn, a final destination hex may be
specified at that move’s start in order to avoid otherwise needing to give another movement command (or
supply points) to the unit for the second turn’s movement. Changing the destination while enroute always
takes a movement command.
some respects from those governing ground unit operations. To a degree, that distinction is the result of
the way the rivers are portrayed on the map.
During a friendly movement phase, a player may move his naval units. Each unit has a printed movement
allowance of either 40 or 50 movement points. To enter an all-sea or coastal hex, a naval unit expends
one movement point. To enter a river hexside, a naval unit expends one movement point. When operating
on a river, a naval unit is considered to be located on a river hexside. When operating on the ocean, the
naval unit is considered to be located within the sea or coastal hex in which it is placed.
[7.12] At the junctures of certain rivers, hexsides are printed as “Heads of Navigation.” Naval units may
not move upstream past those points (see the Terrain Effects Chart).
[7.13] River gunboat flotillas, river transport flotillas and ironclads may operate only on navigable river
hexsides (both tidal and non-tidal) and coastal hexes. Naval flotillas and naval transport flotillas may
operate only on tidal river hexsides, coastal hexes and all-sea hexes.
[7.14] Friendly naval units may not enter a hex or hexside containing enemy ironclads, river or naval
flotillas, except to engage in naval combat. (see section [11.0]). Friendly naval units may freely enter and
leave a hex or hexside containing only enemy transports.
[7.15] Friendly naval units may freely enter and exit a hex containing enemy ground units (and vice versa)
with no interaction (but see rule [11.2]).
[7.16] Friendly river or naval transport may not enter a hex or hexside containing enemy river, naval or
ironclad flotillas, even in conjunction with friendly warships that will fight the enemy warships.
[7.21] To embark aboard a transport, a ground unit expends one or more movement points while the
transporting unit expends 10 or more movement points (see rule [7.26]). To disembark requires a similar
expenditure.
[7.22] While aboard a transport, ground units are passengers of the transporting unit and, as such, move
with the transporting unit subject to the rules of water movement.
War Between the States 17
[7.23] Embarkation and disembarkation occurs in the same coastal hex, or it occurs at the interface of a
river hexside and at the two hexes composing the hexside. In other words, the ground unit embarks onto
the bordering hexside and debarks into one of two adjacent hexes.
Note: All cities and towns on coastal hexes or navigable rivers are considered ports.
[7.25] Naval and river transport flotillas may transport supply points during a game turn. Each supply point
weighs one combat strength point. To show the supply points are loaded on the transport, place the
transport on top of the supply points. Supply points may be loaded to or unloaded from a transport at any
coastal hex or any hex adjacent to a navigable river. To load or unload the supply points, the transporting
unit must pay the number of movement points equal to the terrain cost in the
Embarkation/Disembarkation Cost Chart, see [7.26]. (Also, see section [17.0] for supply broadcast by
water.)
[7.27] Units may be disembarked from naval transports directly onto an enemy controlled but unoccupied
port at the port disembarkation cost. Naval and river transports may not embark from, or disembark units
or supply into, a besieged fort or fortress.
[7.28] If any given unit’s water movement will take more than one turn, a movement order with a final
destination must be specified along with an estimated time of arrival, which must be strictly adhered to
under penalty of elimination of the units concerned. The destination and time of arrival may be changed
while the units are enroute, but doing so requires the use of a new movement command. The player may
write down those orders and keep them secret from the opposing player during the movement to prevent
the opposing player from knowing his plans, revealing the orders on completion of the movement.
EXAMPLES
1. By positioning a river transport unit as shown, the Union player has a created a ferry crossing over
the river between hexes 1507 and 1607.
18 War Between the States
2. By positioning a naval transport unit as shown, the Union player has a created a ferry crossing over
the river between hexes 1711 and 1712.
[7.31] To operate as a temporary ferry, a transport unit must be in place for the duration of a movement
phase. Assuming that condition is met, there is no limit to the number of ground units that may ferry
across it in a game turn.
[7.32] A transport unit may not create or act as a ferry in the presence of an enemy occupied fort or
fortress.
[7.52] Several bayous in the Mississippi delta are blocked at their outlet to the sea by heads of navigation
(in this case sandbars). They may not be crossed, though the upstream portion may be accessed from
the main channel of the Mississippi.
[7.53] Naval flotillas and transports may not enter Lake Pontchartrain (hex B2728).
[7.54] Units in Galveston may go around the head of Galveston Bay by spending one game turn off the
map and reentering at hex B0129.
[7.55] Fort Sumter in hex C1641 controls not only that hex, but also the water portion of hex C1640. An
enemy naval unit entering hex C1640 must stop as if it were entering any other fort controlled hex. The
naval unit may not move further, nor may it embark or disembark ground units until it has either
successfully passed the fort using either of the Naval Transit Combat Results Tables or successfully
engaged the fort in combat using the optional Naval and Fort Combat Results Table. Likewise, an enemy
naval unit leaving the city of Charleston would have to again stop and engage the fort prior to leaving hex
C1640.
Player’s Note: Fort Sumter sits in the middle of Charleston Harbor. Any naval unit attempting to get to
Charleston would first have to pass the fort.
[7.64] The Red River has two heads of navigation, one near Alexandria, Louisiana, at hexside
B1321/1420 and the other at Shreveport, Louisiana. Ships may cross the downstream head only during
game turns of the third through fifth cycle of each year, when high water permits them to cross the
Alexandria Falls, after which they can operate in the river between the two heads.
[8.0] COMBAT
Combat may occur between opposing adjacent units at the initiative of the phasing player, who is now
further defined as the “attacker.” The non-phasing player is now further defined as the “defender.” The
attacker begins the combat phase by determining which of his leaders are in receipt of an attack
command, and are thus permitted to direct the forces under their command to attack. Having made that
determination, the attacker uses the combat procedure to resolve each battle he initiates. (Note it is
possible for a player to be unable to make any attacks because none of his leaders receives an attack
command.)
To make an attack (initiate a battle), the attacker states: “I am using these units [identifying them] to attack
the defenders in this hex [identifying it].” Unlike movement, a player may scurry about and find out which
leaders (and by extension, which units) can attack before he begins to resolve any given combat.
Combat Routine
Step 1: The attacker totals the combat strengths of all the ground units in the force he has directed to
attack, making any necessary modification required by terrain (rule [8.4]) to the total. Naval units
may only attack other naval units or fort garrisons (rules [11.1], [11.23]).
Step 2: The defender totals the combat strengths of all his ground units in the hex attacked. All must be
attacked together. Units occupying forts are ignored except for rule [13.3]. Naval units are
ignored except for rule [11.3].
Step 3: The attacker states his total attacking strength as a percentage of the defending strength,
rounding down any remainder to the nearest whole percentage point. Example: an attacking
strength of 73 points versus a defending strength of 56 points is 73/56 =1.303 = 130 percent.
That percentage is the “combat ratio.”
Step 4: Both players secretly and simultaneously select a battle intensity chit and then simultaneously
reveal to each other the numerical values of those chits. The total of those chits determines
which Combat Results Table is used to resolve the combat.
Step 5: Both players execute the combat supply routine (see section [12.0]), expending supply or making
any required modification to their combat strengths. Recalculate the combat ratio if necessary.
Step 6: The attacker rolls a die, refers to the CRT selected above, and cross-references the die roll with
the combat ratio of the opposing forces. Apply the results immediately.
[8.12] No unit may attack more than once per movement or combat phase. The same unit can attack
once during its movement phase (attack from march or amphibious assault), and once during its combat
phase.
[8.13] A player’s units may attack only during his player turn. (Exception: retreat as a result of combat;
see rule [26.1]).
[8.16] Forces may not retreat across an unbridged river hexside during winter turns (that is, unbridged
river hexsides are “prohibited terrain” during winter).
[8.17] Supply trains stacked with a victorious attacking force may advance after combat with that force,
assuming the route of advance is through terrain normally traversable by the supply train.
When naval and ground units are part of the same force, the rule of even distribution is applied as follows:
a force of three naval flotillas supports three defending 10-3 infantry divisions (total defending strength
90). The loss required is 10 percent, or nine points. Half of that loss rounded up (five points) must be
distributed among the infantry divisions; the remaining loss (four points) is applied to the naval presence
and is accounted for by destroying one flotilla, which is a 20 point shot. (It would be unfair to kill all the
naval units.) To describe the loss process another way: units take losses equally, and no unit may take
more than one loss until all involved units take one loss, and so on with two losses, three losses, etc. Any
losses against naval units may be combined, so the player loses as few naval units as possible, since
naval units do not have step reduction.
[8.19] The defending player may, at his option, withhold a supply train, naval base and/or supply depot
from being counted as part of a defending force (presuming, of course, the presence of other combat
units in the hex). The withheld train or depot does not count as part of the defending force, and any losses
are not distributed among those units, except if the other units are totally wiped out, in which case the
train or depot are automatically eliminated. If the defending units are required to retreat, a supply train
may retreat but a depot is destroyed.
[8.22] Units in two different hexes may not be the object of a single attack. To attack two different hexes
requires two separate attacks.
War Between the States 21
[8.23] A unit may be attacked several times during the same combat phase, though, naturally, that would
require several different attacking units. A unit can retreat from one enemy controlled hex to another; thus
it could be the object of an attack in hex A, retreat to hex B, where it could be attacked again (by different
units), and so on.
[8.41] Rivers
Units attacking across a river hexside have their combat strength halved, rounding any remainder up to
the next whole number. Example: if a force of units with a total combat strength of 21 points attacks a hex
across a river, the strength of the force is computed at 21/2=10.5, rounded up to 11. The presence of
roads, railroads or ferry crossing points in no way lessens the river penalty on attackers. The fact that
other units of the attacking player may attack the same hex without a river intervening during the same
combat phase — or even as part of the same attack — does not negate the penalty on the units that are
attacking across the river.
[9.32] A unit may not retreat into an enemy occupied hex. A unit may retreat into an enemy controlled hex,
except it may not cross a river into an enemy controlled hex.
[10.0] LEADERS
Leaders initiate the movement of ground units during a player’s movement phase, and they initiate
attacks during a player’s combat phase.
DEFINITIONS:
Rank: each leader has a three, four or five star rank printed on his counter. A three star leader may
command a single army corps with no loss in effectiveness. A four star leader may command a single field
army with no loss in effectiveness. A five star leader may command several field armies with no loss in
effectiveness. If a three star leader commands a field army, his ability to function is diminished (see rule
[10.13]). Understand, too, a four-star leader can command a corps or a single army with no loss in
effectiveness and, likewise, a five-star leader can command a corps or multiple armies with no loss in
effectiveness. That is, loss of effectiveness occurs if you try to command too much, not too little.
Command Span: this value is the number of units or subordinate leaders to which a leader may direct
commands to move or attack. Understand the units commanded by a leader may change every
movement and combat phase, but if changed from his previous allocation that fact needs to be specified
at the start of the phase. Also, if an army leader is activated for combat, the corps leaders under him are
also activated and may attack separately.
War Between the States 23
Initiative Limit Value: this number expresses the ability of a leader to initiate movement or combat on his
own (see rules [5.23] and [8.3]).
Combat Rating: this number reflects a leader’s ability to intervene in combat (see optional rule [26.2]).
A leader may be placed in command of an HQ only during the strategic turn’s leader pick segment of the
production phase. Thereafter he, and only he, can command the HQ until he is replaced. He commands
by sitting on top of it. If he wanders away, the HQ has no commander, even if some other leader is
present (until the strategic turn). An HQ without a commander may only move with a direct movement
command. An HQ without a commander (and the units included in its writ) cannot attack. For all practical
purposes, if an HQ is without a commander, the units covered by the HQ should be removed from the HQ
display and placed on the map; where some other commander could control them “naked.”
Example: Gen. Burnside is stacked with the IXth Corps, which at the moment is composed of and is
controlling three infantry divisions. Lying about in adjacent hexes are four other infantry divisions.
Burnside’s command span is two. Therefore he may be said to command IXth Corps (and the three
divisions composing that corps) and any two of the four other infantry divisions in the adjacent hexes at
the option of the Union player. Command span, then, is defined as the number of combat units or
subordinate commanders a leader controls in addition to the headquarters (with units) with which he is
stacked.
Example: Gen. Meade is stacked on the Army of the Potomac HQ (that is, he is in command of it). The
army HQ has one infantry division directly subordinate to it on its roster. The HQs of the I, II, III, V and VI
Corps — commanded by Gens. Reynolds, Hancock, Sickles, Sykes and Sedgewick, respectively — are
stacked with or adjacent to the HQ of the Army of the Potomac. Meade’s command span is four. He
therefore commands the Army of the Potomac HQ (and the division directly attached to it), and he may
also command any four of the five subordinate corps commanders at the choice of the Union player. In
turn, the corps commanders would control the combat units of their respective corps as in the example of
Gen. Burnside above. That is Meade’s “force.”
[10.11] A leader’s command span may not extend across an unbridged river, tidal river, estuary or
mountain hexside. In other words, to again use the example above, if V Corps were across a river from
Gen. Meade, he could not command it. Generally speaking, command span is limited by terrain in the
same fashion as zones of control, with the exception that a road, railroad or ferry crossing permits
command span to extend across terrain barriers.
[10.12] A leader must be stacked with, and in command of, a headquarters in order to extend command
to adjacent hexes. If a leader is not stacked with and in command of a headquarters, he may not
24 War Between the States
command units in adjacent hexes; he may not command other leaders at all, and his command span is
limited to combat units occupying the hex with him. In the Burnside example, assume IXth Corps HQ was
not stacked with Ambrose, that he was stacked “naked” on top of the three infantry divisions (heretofore
controlled by the IXth Corps). He could command two of those three divisions at the choice of the Union
player. A headquarters unit acts to extend or amplify the command span of its leader.
[10.13] Corps commanders may not extend command to other corps commanders. (A corps commander
is one who is in command of a corps headquarters regardless of his rank.) A field army commander may
extend command to corps commanders, but not to other field army commanders unless the leader who is
extending command is of five star rank. If a three star leader commands a field army, his initiative value,
command span and combat rating are all reduced by one. In other words, a three star leader can
command a field army with the above reductions. For example, if Hooker were in command of the Army of
the Potomac in place of Meade, since Hooker is a three star general, his command span (normally three)
would be reduced to two, and he could extend command to only two of the five adjacent corps.
[10.14] If an army commander receives initiative to attack, all leaders under his command also have
initiative to attack. For example, if McClellan, who has an initiative of one, succeeds in initiating for attack,
he could order one of his corps commanders (for this example assume a corps commander with an
initiative rating of three) to carry out the attack using the forces under command of the corps commander.
The corps commander could then conduct the attack with his corps only and any other units he
commands, and he could select a battle intensity chit from zero through three. The corps commander
could not command McClellan’s whole force or other corps of that force during the attack. If the player
wishes McClellan’s whole force, or multiple corps from that force, to conduct the attack, McClellan himself
must affect the battle intensity chit pick and could select either zero or one.
[10.15] If an army commander fails to receive initiative, the player may attempt to provide initiative to his
corps commanders. Naturally, it is more efficient to attempt to activate your army commander first. If he
fails to move or fight, you can always roll for your individual corps. Go back to the example of Meade in
command of the Army of the Potomac, with his mix of adjacent corps and commanders. Assuming he
received initiative to move (and he would make a good recipient of a direct command), both he and those
four corps leaders, etc., would all be activated to move. Now assume it was time to fight. If Meade rolls
lucky, the whole mob can attack. (Not necessarily together in a single combat, since that would require
them all to be together on two adjacent hexes.) If Meade is not lucky, the Union player could roll for each
corps commander. Those who got initiative can attack, but in this case units under different commanders
could not combine.
[10.17] A field army commander, even if a three star, can command a three, four or five star general if the
latter is not in command of any HQ (that is, the other leader is along for the ride).
of headquarters and combat units, paying terrain costs as though they were cavalry. Leaders may also
move independently by rail or water.
[10.32] Moving by himself, a leader may not enter an enemy controlled hex unless that hex is already
occupied by friendly combat units.
[10.33] A leader alone has no zone of control, combat strength, etc., and as such can not impede or affect
in any way the movement of enemy units. If an enemy combat unit enters the hex of a lone leader, the
enemy player captures him, which means he physically removes him from the map. At a later date the
enemy player may exchange the captured friendly leader or parole him (see rule [22.5]). That last option
is particularly grim for the friendly player. The moral: do not let your leaders be captured. Opposing lone
leaders ignore each other.
[10.34] If a leader and his headquarters find themselves alone in hex as a result of combat (the units
underneath having been eliminated), they have the ability to retreat one hex. That may or may not keep
them from being taken by the opponent when he next moves.
[11.13] Naval and river transport units have zero combat strength. If alone and attacked by ironclads,
naval or river flotillas, they are automatically eliminated. If in company with friendly warships, their survival
depends on those warships’ survival. The fact they underwent and survived combat in a combat phase
does not prevent naval units from contributing to the defense of friendly ground units in the same combat
phase.
[11.22] A naval unit entering a hex on which an enemy fortification lies (see rule [11.21]) may not leave
that hex until it undergoes naval transit attack and is allowed to move by the Naval Transit Attack Table. If
the friendly naval unit does not wish to leave the hex, it need not undergo such attack.
[11.23] A naval unit in a hex or hexside containing an enemy fortification may attack the fortification during
the friendly movement phase. Naval attacking strength points are totaled and compared with the double
or triple strength of the fort garrison; the attack is resolved on Combat Results Table 1. Losses are taken
normally, except any attacker loss calls for the elimination of an entire naval unit. Defenders ignore retreat
results; attacking units suffering a retreat result must immediately execute a naval transit attack. If such
attack does not permit them to leave the hex, they are destroyed. Note: forts are never destroyed by
naval attack, even if their garrisons are eliminated.
[12.0] SUPPLY
Supply points are created during the production stage of the strategic turn (see section [21.0]), and are
added to each player’s general supply point pool. Thereafter they are expended to produce new units,
maintain existing units on the map, and execute combat “in supply.” Supply points in the general supply
point pool are considered available (“on tap”) at any unbesieged military department. During the supply
broadcast and consumption phase of the strategic turn, supply points may be brought into existence on
the map, transferring via the chain of supply (see section [17.0]) to stock existing depots, supply trains,
army HQs, or those ground combat units required to consume supply by the supply maintenance routine.
During a combat phase, whenever an attack is made, the possibility exists that either player’s forces will
need to expend supply points according to the strictures of the combat supply routine.
Supply points are neutral. They belong to, and may be used by, the player who owns them. Obviously, a
player owns supply if it is on tap in his general supply pool, “on charge” with a depot or army HQ, or in a
supply train. If, however, it is left littered around the map, either deliberately or because a supply train or
depot was eliminated, that supply belongs to the last player to control it. At the conclusion of his combat
phase, a player may voluntarily destroy supply points in his possession. At other times he may only
consume them.
Note: the key to the Supply Attrition Table means exactly what it says. The number read is the number of
combat strength points that must be lost due to attrition. That is the number, the real whole number as
expressed in the base 10 Arabic numeral system, not — repeat, not — a percentage of the force.
[12.14] Naval units, HQs, leaders, siege trains and railway repair do not require supply for either
maintenance or combat. (Combat units on an HQ roster do require supply.) If a ground unit has a combat
strength, parenthesized or not, it requires supply. If a unit floats or does not have a combat strength, it
does not require supply. Combat units on board ships require supply.
[12.21] Supply for combat must be on-map; it cannot come from general supply even if the fight occurs
next to a department. If it comes from an adjacent hex, the hexside between the consuming unit and the
supply must be traversable by the unit. For example, it cannot cross a tidal river except at a ferry, etc.
[12.22] Combat supply may not be voluntarily withheld if conditions exist to provide it.
[12.23] An unsupplied force has its combat strength halved, rounding down any remainder. Further, any
losses such a force incurs are doubled, and it may not advance after combat.
[13.12] Units may freely enter (move under) a fort or exit (move to the top of) a fort or fortress at no
movement cost while in the same hex (exception: see rule [13.3]).
[13.13] Units on top of a fort or fortress (not occupying it) gain no benefit from it. Its presence is ignored.
[13.14] Besieged units may (with a leader present) attack from march their besiegers. Ignore terrain in the
hex. If successful, the besieged unit causes the besiegers to retreat, and they may then exit their fort.
28 War Between the States
[13.15] An empty enemy fort or fortress (one that is not garrisoned) has no effect on friendly movement or
combat. A friendly force may simply enter an enemy fort and either remove it from the map or replace it
with a friendly fort (presuming there are no enemy units on top of the fort).
[13.24] Because of bombardment by siege train, a fort or fortress may be reduced in status, or even
eliminated, after the original siege has begun. Such a reduction does not affect the capacity of the fort to
go on sheltering the original number of units besieged in it.
Note: rules [13.24] and [13.35] should be read in succession. For example, say a large Union force with
two siege trains attacks the fortress of Vicksburg, which has a garrison of 30 points. Within two strategic
turns, the big guns succeed in peeling away first the fortress and then the fort marker. That leaves the
garrison sitting under a large force of Yanks, a physical juxtaposition that could never happen in normal
combat and movement, but which is permitted here because the Rebels started out in a fortress. The
Rebels can stay underneath the Yanks until the Yanks attack them and force a retreat, at which time rule
[13.35] is applied.
[13.3] Siege
A fort and fortress and the units occupying it have no zone of control, even in the hex occupied by the fort.
Enemy units may enter a hex occupied by a friendly fort and be placed on top of the fort. When that is
done, that force is said to be besieging the fort. Once that condition exists, the fort and the units in it may
no longer leave it. Other friendly units may not enter the fort hex from outside. The besieging enemy units
have three options:
A fort may be attacked by more than one siege train per cycle, thus rolling more than once on the Siege
Bombardment Table. A siege train may attack a fort or fortress only if the place is under siege (that is, with
besieging units on top of the marker).
[13.32] Storm
During a game turn an attacking player may elect to attack a fort and its garrison with besieging units.
Note that besieging units are those in the same hex with the position being attacked. He cannot use units
from adjacent hexes. This type of attack on a fort or fortress is called a storm. Normal combat procedure
is used, doubling or tripling the defender for the fortification and executing the combat supply routine for
War Between the States 29
both sides. As in siege, other terrain is ignored. In addition, any strength point losses to the attacker are
doubled.
[13.33] If a fortress is reduced to a fort, the defenders may remain in place (the defender is not required
to eliminate points to reach the fort shelter limit. However, he may consider a maximum of only 10 of
those points as doubled for defense. If a fort is eliminated, the defenders may remain in place, but they
receive no benefit from the erstwhile fort (are not doubled and are required to retreat.)
[13.34] Bombardment effects are progressive. A fortress may be reduced to a fort, and that fort
eliminated, on the same or subsequent siege phases according to the bombardment results.
[13.35] Besieged defenders who are deprived of a fort or fortress marker may be required to retreat by a
normal combat result, regardless of the underlying terrain. To retreat, they must be able to move into an
adjacent hex containing a friendly combat unit. If no such hex exists, the defending units are eliminated.
[13.37] Forts may not be attacked from march, nor may they be amphibiously assaulted. (That is, the fort
and its garrison; any force on top can be attacked.) A fort can be stormed during the combat phase of the
game turn and/or attacked by siege combat during the strategic turn. They also can be attacked by naval
units during the movement phase.
[13.38] Players should understand there are several ways to try to weaken a fort:
Siege gun
Combat to reduce strength
Combat to reduce supply
Supply attrition
Those last two are less obvious, and so should be specially noted. That means the amount of supply to
put in a fort is not a trivial decision: too much supply risks a major loss if the army goes away, and too little
supply risks losing the army to attrition.
To attack from march, the phasing player simply states: “My stack of units under command of Gen. So
and So is unable to move because of the presence of enemy units in this hex. I therefore declare an
30 War Between the States
attack from march with Gen. So and So’s force.” The player then executes an attack against the enemy
units in the designated hex, as follows:
[14.12] Attack from march may not be used to storm a fort or fortress.
[14.13] Units may attack from march only if they possess the capability to enter the hex under attack at
the moment the attack is declared. The test is simply to ask: “If the defending units were nonexistent,
would the attacking units be able to enter the defending hex?”
[14.15] Attack from march occurs during movement. The leader of the attacking force does not roll for
combat initiative, as he would be required to do in the combat phase. The fact he is capable of moving is
sufficient initiative for attack from march.
[15.0] CAVALRY
Cavalry units have a higher movement allowance than infantry. Additionally, there are small differences in
their use and benefits vis a vis infantry.
[15.11] The commander of an army corps may not issue commands to a cavalry unit (that is, he may not
initiate movement or combat).
[15.12] Cavalry may exist under a field army HQ. A field army commander may issue commands to
cavalry.
[15.13] Rules [15.1], [15.11], and [10.2] are literally true. They mean exactly what they say. Note,
however, a non-cavalry general may command cavalry units directly at no loss in effectiveness. For
example, R. E. Lee could sit on top of five cavalry units and command all of them.
[15.22] Defending cavalry being attacked by a purely infantry force may retreat before that combat is
resolved, at the option of the defending player. If attacked by a pure cavalry force, or one that contains at
least one cavalry unit, this option does not apply.
[16.11] Combat units in an HQ slot on the display are considered to be under the HQ unit on the map. For
instance, instead of having the Union III Corps HQ physically on top of the three infantry divisions that
compose the corps, only the corps HQ is deployed on the map, with its three infantry divisions kept on the
HQ display.
[16.12] Movement of a corps or army HQ represents movement of the combat units assigned to that HQ.
The corps or army is composed of the HQ on the map and the units in its display. If a corps or army
attacks or defends, its strength is the strength of the combat units on its display.
[16.13] This roster mechanism is primarily a device to speed and ease play. If they wish, players may do
without it by keeping combat units on the map under their controlling HQ units. That can, however, lead to
horrendous stacking, movement and combat problems, particularly in a large battle where losses are to
be apportioned among many units. It is easier to do that off map, where there is also much less chance of
error.
The term “infantry” used in the rules below refers generically to any non-cavalry ground combat unit,
including militia, garrison, supply trains, and siege trains. Such units can be placed under an HQ roster if
the player desires; however, rule [16.12] applies with all rigor. If, for example, a corps HQ has rostered
militia, it has to move at militia speed.
[16.21] An army corps may have a maximum of three infantry combat units assigned to it.
[16.22] A cavalry corps may have a maximum of three cavalry combat units assigned to it.
[16.23] A field army may have a maximum of two combat units (either cavalry, infantry or one of each)
assigned to it. They must be either divisions or brigades. An army HQ may not directly control a corps.
[16.24] HQ units have a combat strength of zero. By themselves, with no underlying assigned combat
units, they have no zones of control. If they are alone in a hex and an enemy combat unit enters that hex,
they are eliminated.
[17.12] Naval transport flotillas may only validate a river supply path on tidal river hexes, not non-tidal
river hexsides.
[17.13] Only the Union player may trace a supply path over a path of all-sea hexes. To do so, he must
have an empty naval transport flotilla someplace at sea. Assume he has a corps in Fort Pickens, at
Pensacola, other units in a base on the Carolina coast, and assorted units at the mouth of the Mississippi.
For them to draw supply from a department in Baltimore, he would have to have an empty naval transport
flotilla someplace at sea — Atlantic or the Gulf, it does not matter — which he could point to and say,
“This is the unit broadcasting supply by sea.”
War Between the States 33
[17.31] Replenishment may only take place via a rail or water route. In other words, the depot, train or HQ
must lie on a river, coastal hex or railroad in order to be replenished during supply broadcast.
[17.32] Supply points transmitted via rail require the expenditure of a rail transport point for each supply
point transmitted.
[17.33] No more than 10 supply points may be broadcast to a depot in one strategic turn.
[17.34] A player may broadcast an unlimited number of supply points via a river or naval transport.
[17.41] During a game turn, a supply train can load supply points at a supply depot (reduce the supply
points “on charge” at the depot and place them under the supply train). That must occur at the beginning
of a movement phase.
[17.42] A supply train may be loaded with supply via supply broadcast (see rule [17.3]), which can occur
only during a strategic turn.
[17.43] A supply train may unload supply anywhere. To do so it just moves out of the hex, leaving behind
the supply points.
[17.44] A ground unit may draw supply points from a supply train in the same or an adjacent hex (see
section [12.0]).
[17.45] Whenever a supply train enters a forest, swamp or rough hex via ground movement, it must ex-
pend one supply point from the load it is carrying. That’s true even though by definition it’s moving along a
road.
A supply depot can be created at the beginning of a player’s turn in any hex that contains at least two
ground combat strength points of any kind. The player removes two strength points from the map, places
them on the Depot Track, and deploys the corresponding depot. The two strength points are the depot
garrison, and they may not be moved while the depot is in existence.
Note: players should give some thought to the positioning of depots. They should be deployed on a rail or
riverside hex so supply can be forwarded to them from the rear. The hex should also be part of the road
net so supply trains may use it throughout the year. It is almost totally useless if the depot is in a non road
forest, swamp, or rough hex, since a supply train cannot get to it. And last, the depot should be in a city
hex that will offer some protection against raids, since its garrison can not be forced to retreat.
Ignore for the moment the presence of Confederate forts. The XV Corps can trace two road terrain
hexes from its position at 3028 to 2927 (one movement point), from which runs the Mississippi River to
War Between the States 35
the Department of Ohio at Cairo. The XV Corps can be supplied from the Union player’s supply pool.
The IX Corps can trace four road terrain hexes from its position at hex 3227 to hex 2927, from which
flows the Mississippi to Cairo.
The XIII Corps can trace one clear terrain hex to 3227, plus the same four road hexes as IX Corps to
the Mississippi.
The Army of the Mississippi can trace five road hexes to 2927 and the Mississippi.
The II Cavalry Corps lies on the Tennessee River, from which it can trace supply by water back to Cairo.
Now assume the presence of the Confederate forts positioned as shown. Since their presence negates
a supply chain path in the river hexside they dominate (see rule [11.21]), the Union units must trace
alternate paths. In this case the IX and XV Corps can trace by road to hex 3025, reaching the
Mississippi and Cairo. The Army of the Mississippi can trace six road hexes to the railhead at 3223,
from which the railroad runs to Columbus (3221), then up the Mississippi to Cairo. The XIII Corps is out
of luck. It cannot reach either a railroad or river from which it could trace to Cairo. The II Cavalry Corps
can still trace to the railhead at 3823 via the Tennessee River, with the railroad leading back to a
Department in Cincinnati.
[18.0] RAILROADS
At the beginning of the game, each player possesses those railroads that lie in his country (exception: see
rule [18.4]). The rail lines in Kentucky and Missouri are “neutral,” and may be used by both players.
During the course of play, rail lines may change hands, be destroyed and repaired.
[18.21] A combat unit of any non parenthesized strength may execute rail destruction. The unit expends
one movement point to destroy the rail line, and it may execute normal ground movement before or after
executing the destruction. Rail destruction is therefore considered movement, whether or not the unit stirs
from its hex and, accordingly, a unit must receive a movement command to execute rail destruction.
[18.22] Destruction of a rail hex requires a conscious act. The passage or presence of a friendly ground
combat unit in itself does not eliminate rails, though it may cause a change in ownership (see rule [18.1]),
or curtail the use of the railroad.
During a strategic turn, each player may mobilize and deploy rail repair units. The function of such units is
to repair destroyed rail lines. To do so, they enter a destroyed hex, displacing or removing the rail
junction/rail cut marker to indicate their repairs.
[18.31] A given rail repair unit may repair two rail hexes per movement phase (hence they have a
movement allowance of two).
[18.32] A rail repair unit may not move by conventional ground movement, except for its movement into a
destroyed rail hex in the act of repairing it. To get from place to place, a rail repair unit must move by
either rail or water movement.
[18.33] A rail repair unit may not enter an enemy controlled hex regardless of the presence of friendly
units.
[18.34] When a rail repair unit moves by water and disembarks onto a rail hex, the act of disembarkation
creates a friendly railhead in that hex. A marker should be placed accordingly. That is one means by
which the Union player could establish a railhead at, for instance, Memphis.
In point of fact, the management of the railroad raised a private army in the winter of 1860-61 to protect its
property from all comers. The management was pro Union, and maintained its right of way in Virginia in
defiance of Confederate civil authority until the Confederates fielded an effective army.
By the luck of the roll, Kentucky railroads fell to the Rebels. Some time afterward, a Union rail repair unit
landed at Columbus (3221), thereby establishing a Union railhead. On subsequent game turns, the
Union infantry division marched down the intact rail line to hex 3229, where the Union railhead is
presently located. While that was going on, a Union cavalry division marched from Cincinnati (off map
to the northeast), bringing another railhead to hex 3823. During all that, the Confederate army
War Between the States 37
destroyed the railroad between hexes 3425 and 3724, inclusive. The Union rail repair unit is positioned
to begin repairing that stretch. The rail line between 3322 and Paducah is still Confederate, though the
Union division may move out of Union City on the next game turn and begin to put that line in the Union
net.
[19.0] SCENARIOS
The siege phase is used and may be conducted at the conclusion of every fourth, eighth, 12th, etc.,
game turn.
Union Confederate
Scenario
Capacity Capacity
West 1862 3 3
East 1862 2 2
West 1863 4 3
East 1863 3 2
West 1864 5 2
East 1864 4 3
[19.42] Use forces for maps A and B under 1862 Deployment (see separate sheet).
War Between the States 39
Subordination of Grant
Starting with Game Turn 9, Grant and his corps must remain stacked with the Union army created on that
turn for the remainder of the scenario. That army may only move and fight with Halleck, and Grant can
only move and fight with Halleck. (Grant’s subordination to Halleck means he may not roll for his own
initiative, either for movement or combat.)
Death of Johnston
If A. Johnston is killed, he is replaced by Beauregard.
Weather
The first eight game turns are winter weather. Supply train ground movement is restricted to roads. No
unit may cross a river except by road or by ferry action of river transport.
At the end of the scenario, he receives one victory point for each Confederate strength point besieged at
that time. And, in addition to all the above, he receives one victory point for each Confederate strength
point eliminated over the course of the scenario.
40 War Between the States
At the conclusion of any Union player turn, the Confederate player receives one victory point for each
Confederate strength point adjacent to Paducah (A3419), St. Louis (A2712), and/or any other Union city.
In addition to all the above, he receives one victory point for each Union strength point eliminated over the
course of the scenario.
Victory Determination
The Union player must score at least 50 victory points or he loses, regardless of the Confederate score.
Assuming that condition is met, the winner of the scenario is the player with the most points. If a player
scores twice as many or more points than his opponent, he may consider himself a decisive winner.
[19.52] Use Forces given for map C under the 1862 Deployment (see separate sheet).
Arrival of Lee
On Game Turn 17, the Confederate player may replace J. Johnston with Lee.
Weather
The first eight game turns are winter weather. Supply train movement is restricted to roads. No unit may
cross a river except by road or river transport ferry.
War Between the States 41
The Confederate objective was simply to repel all Yankee invasions, preserving their armies in the field,
and retaining a hold on as much Southern territory as possible.
If he is besieging Richmond at the conclusion of the scenario, he receives 50 victory points. In addition to
the awards above, the Union player receives one victory point for each Confederate strength point
eliminated over the course of the scenario.
If the Confederate player controls any Union city at the conclusion of any Union player turn, he receives
20 victory points.
If the Confederate player is besieging Washington at the conclusion of any Union player turn, he receives
100 victory points.
At the conclusion of any Union player turn after Game Turn 10 that there are Confederate units adjacent
to Washington, the Confederate player receives one victory point for each such Confederate strength
point.
In addition to all the above, the Confederate player receives 1.5 victory points for each Union strength
point eliminated over the course of the scenario.
Victory Determination
The Union player must score at least 50 victory points or he loses, regardless of the number scored by
the Confederate player. Assuming that condition is met, the winner of the scenario is the player with the
42 War Between the States
most points. If a player scores twice as many points as his opponent, he can consider himself a decisive
winner.
[19.62] Use forces given for maps A and B under 1863 Deployment (see separate sheet).
Rosecrans Somnolent
The Union player may not freely allocate command to Rosecrans during the first 12 game turns. In order
to move, Rosecrans must succeed in rolling for his initiative.
In addition to the above, the Union player receives one victory point for each Confederate strength point
eliminated over the course of the scenario.
The Confederate player receives one victory point for each Confederate strength point adjacent to
Nashville (A4825) at the conclusion of a Union player turn on any date after Game Turn 6.
The Confederate player receives one victory point for each Union strength point eliminated over the
course of the scenario.
Victory Determination
The Union player must score 100 victory points or he loses. Assuming the Union minimum is met, the
Union player wins if he has a ratio of three or more victory points for every two Confederate victory points;
otherwise, he loses and the Confederate player wins.
[19.72] Use forces given for map C under 1863 Deployment (see separate sheet).
The Confederate player receives 100 victory points if the Union player does not have rail communication
with Washington at the end of the scenario. The Union player must be able to trace a path of rail hexes
from Philadelphia to Washington such that he could move a hypothetical unit by rail from Philly to DC; that
is, the line has to be free of cuts and Confederates.
The Confederate player receives two victory points for each Union strength point besieged at the end of
the scenario.
In addition to all the above, the Confederate player receives one victory point for each Union strength
point destroyed in action.
The Union player receives 50 victory points if he is besieging Richmond at the end of the scenario.
The Union player receives one victory point for each Confederate strength point in Union territory at end
of the scenario that can not trace a path at least one hex to a road that, in turn, traces free of Union units
to some Confederate department. In other words, if the Confederates wall themselves in some place in
the north, they concede points if they fail to secure their road communications south.
Finally, the Union player receives one victory point for each Confederate strength point eliminated over
the course of the scenario.
Victory Determination
The Confederate player must score at least 30 victory points or he loses. The Union player must score at
least 20 victory points or he loses. Theoretically, both players can lose. Assuming both players score their
minimums, the player with the most points wins.
[19.82] Use forces for maps A and B under 1864 Deployment (see separate sheet).
Weather
Winter weather prevails through the end of Game Turn 4. Supply trains may only move by road, rail or
water. Units may only cross rivers at roads or by river transport ferry. Starting with Game Turn 5, the
War Between the States 45
Union player rolls a die at the beginning of his player turn. If he rolls a one, two or three, any river
transport or flotillas on the non-tidal portion of the Red River are stranded by low water and may not move
or attack that turn.
Those awards are doubled if the Union player can trace a supply chain from those localities to any Union
department.
If the Union player captures Shreveport (BO815) by the conclusion of Game Turn 7, he receives 25
victory points.
The Union player receives three victory points for each besieged Confederate strength point at the end of
the scenario.
The Union player receives two victory points for each Confederate strength point eliminated over the
course of the scenario.
If the Union Player fails to capture Shreveport by the end of Game Turn 7, the Confederate player
receives 15 victory points.
The Confederate player receives three victory points for each Union strength point eliminated over the
course of the scenario.
Victory Determination
The Union player must score at least 50 victory points or he loses. Assuming he scores the minimum, he
wins if he has a ratio of two to one or more in victory points over the Confederate player; otherwise, he
46 War Between the States
cannot win. The Confederate player wins if the Union player does not score his minimum, or if the
Confederate player scores more points than the Union player. If the Union player scores more points than
the Confederate, but does not have at least twice as many, the game is a tie.
[19.92] Use forces for map C under 1864 Deployment (see separate sheet).
As in the west, the Confederate objective was to preserve as much as they could of what they had,
preventing significant Union success.
If the Union player is besieging Richmond at the end of the scenario, he receives 25 victory points.
The Union player receives three victory points for each Confederate strength point eliminated over the
course of the scenario.
The Confederate player receives 10 victory points for controlling any Union town at the conclusion of any
Union player turn.
War Between the States 47
The Confederate player receives two victory points for each Union strength point eliminated over the
course of the scenario.
The Confederate player receives one victory point for each Confederate strength point sent west (exiting
the map below hex 0132) before the end of Game Turn 12.
Victory Determination
The Union player must score at least 60 victory points or he loses. Assuming he scores the minimum, he
wins if he has a ratio of two to one or more in victory points over the Confederate player; otherwise, he
cannot win. The Confederate player wins if the Union player does not score his minimum, or if the
Confederate player scores more points than the Union player. If the Union player scores more points than
the Confederate — but does not have at least twice as many — the game is a tie.
The campaign game uses several rules not used in the scenarios: Production Phase (Section [21.0]),
Additional Production Phase Events (section [22.0]), Personnel Points (section [23.0]), and Blockade
(section [24.0]). Victory conditions for the campaign game are also different from those used in the
scenarios (see section [25.0]). Finally, several optional rules are provided (section [26.0]) that will add
considerably to the flavor of the game while also adding complexity.
NOTES:
1. The campaign game calls for all three maps — A, B, and C.
2. The campaign game uses the forces listed for all three maps on the 1861 Deployment chart (see
separate sheet).
3. The length of the campaign game varies according to how quickly the victory conditions are met.
4. For special rules applying solely to the campaign game, see Sections [21.0] through [25.0].
If they wish, the players may merge brigades of infantry and cavalry with existing infantry and cavalry
divisions.
Most of the preceding activities may be executed secretly to one degree or another. To the extent the
players trust one another’s competence or honesty, such secrecy can be fun. Of course, the actual war
was fought with little regard for security considerations. Each side’s plans and activities were reported in
great detail by newspapers. There was never any secret about how many regiments were being formed
in, say, Massachusetts, or ships being fitted out in Baltimore. But neither side possessed the staff
organization to process the information available into a coherent, usable form.
Example: It is the strategic turn of cycle number one of year 1862. The Confederate player desires to
create an infantry division (strength 8 points). He expends 24 personnel and 16 supply points (see rule
[21.9]), obtains the unit desired from the collection of units not in use, and traces along the spiral arm
emanating from Cycle 1 to the slot picturing a “new” infantry unit, placing the unit in that slot. Note the slot
falls in the cycle number 5 slice. When play progresses to the strategic turn of Cycle 5, the Confederate
player will remove the infantry division from the display and deploy it on the map.
War Between the States 49
Important: besieged Confederate major cities do not function for Confederate production. If a city is
besieged, then it can do nothing toward production, not even draw supply, even if a department is located
there. Use the following to determine if a major city is besieged:
Atlanta becomes besieged if the Union player meets all of the following conditions:
cuts the rail lines leading from it to all other Confederate supply cities and
has units next to Atlanta.
Memphis becomes besieged if the Union player meets all of the following conditions:
cuts the rail lines leading from it to all other Confederate supply cities,
has a naval or river flotilla on the hexside separating Memphis from Marion, AK, or has units in
Marion and a flotilla in either of the hexsides next to Memphis, and
has units next to Memphis.
Nashville becomes besieged if the Union player meets all of the following conditions:
cuts the rail lines leading from it to all other Confederate supply cities,
has a river flotilla on the Cumberland River to prevent supply from arriving via that route, and
has units next to the city of Nashville.
New Orleans becomes besieged if the Union player meets all of the following conditions:
cuts the rail lines leading from it to all other Confederate supply cities. [Note: If the Confederate
player has a river transport in Lake Pontchartrain, the rail line leading from New Orleans to
Brookhaven would need to be cut at hex B2527 or farther north, or the Union player could send in
a river flotilla and destroy the river transport.],
has a river or naval flotilla in the Mississippi river hexside on the south side of New Orleans,
has a river or naval flotilla positioned to block supply coming in via Lake Pontchartrain (B2828),
and
has units next to New Orleans.
Richmond becomes besieged if the Union player meets all of the following conditions:
cuts the rail lines leading from it to all other Confederate supply cities,
50 War Between the States
has a river or naval flotilla positioned so no supply can reach Richmond via the James River [Only
necessary if the Confederate player could bring in supply if the flotilla was not present; that is, if
the Confederate player does not have a river transport present that could bring in supply, the
flotilla would not be necessary.], and
has units next to Richmond.
The city can not generate supply via the major city supply rule,
The city can have no reinforcements placed on it [assuming there is also a department present, since
it would not function, either] until the siege is lifted, and
The units inside the city have to live off of on-board supply only until the siege is lifted. Supply could
not be broadcast to it during the strategic turn even if there was a department present, since the
department would not function, either.
The siege rules above are only used where there was not a fort or fortress present on the city, since, if
there was a fort or fortress present, the fort siege rules would be used. Note also, the phrase “cut the rail
lines” means either cut as in tearing up the tracks or having units present on those lines.
[21.34] Confederate Supply Cities and Sea Ports (see separate sheet)
The following cities and towns are considered Confederate supply cities as long as the Confederate
player has river transports plying the rivers to carry supply from them to cities with rail lines connected to
major cities. The route traced must be free of any Union river or naval flotillas for the city or town to be
eligible to contribute supply:
City/Town Hex
Shreveport B0815
Alexandria B1421
Little Rock B1705
Natchez B2020
Bayou Sara B2024
Arkansas Post B2108
Port Hudson B2125
Baton Rouge B2126
Helena B2405
Yazoo City B2514
War Between the States 51
Biloxi B3227
[21.35] Confederate Major Cities Supply Point Schedule (see separate sheet)
Example: a Union 3-3 infantry division could be withdrawn in this fashion, exchanged for a 10-3, and
returned as a new unit (10-3) four cycles later, a gain in strength of seven points for the cost of seven
personnel points. If the Union player had created a 7-3 out of nothing, it would cost him 21 personnel
points. Supply cost is 21 supply points in both cases.
Clarification: Militia converts on a one for one basis as individual units while garrison units convert as
points (See Rule [3.25]).
Union naval transport and naval flotillas are placed in hex C3901.
Union river transports, river flotillas, and ironclads may be placed in hex C3901 or in St. Louis, Cincinnati,
or Pittsburgh.
Note: No Confederate naval unit may ever occupy hex C3901.
Confederate river transport and river flotillas may be placed on any Confederate city in a coastal hex or
touching on a tidal river or on an existing base.
Confederate ironclad units may only be placed in Norfolk, Charleston, or New Orleans, or on an existing
base.
[21.63] When deploying ground combat units, the player must spread the units of a given type as evenly
as possible among the existing departments. For example, if he has seven infantry units to deploy among
six eligible departments, he must deploy at least one unit on each department, with one department of his
choice receiving two units. In so deploying, he need not concern himself with the strength of the units
deployed, but only their number in terms of counters. (One of the seven could be a 10-3, and the other six
all 1-3s.) Naval and river units may be deployed unevenly.
[21.72] Union
The process is the same as for Confederate ironclads, except the die roll range for completion is one or
two.
[21.82] Confederate
Confederate bases may be deployed in any Confederate seaport or in any city that touches on a
navigable river hexside.
[21.83] A given base functions for a player as an aid to the embarkation and debarkation of units and, for
the Confederate player, as an ironclad construction site. They have no other purposes.
The Confederate player may, during any strategic turn, build a fort in the city of Richmond, free of supply
point cost. During any later strategic turn, the Confederate player may convert the fort into a fortress, also
free of supply point cost.
The Union player may, during any strategic turn, build a fort in the city of Washington, free of supply point
cost. During any later strategic turn, the Union player may convert the fort into a fortress, also free of
supply point cost.
[22.14] As long as departments meet the criteria set down in rules [22.12] and [22.13] for their respective
deployments, they may function to provide supply and to serve as a deployment site for units (see also
rule [21.6] for additional deployment restrictions). If they fail to meet the criteria, or if they are besieged,
they do not function. Departments cannot be destroyed; rather, they are simply neutralized by enemy
occupation or restricting presence. A neutralized (non-functioning) department merely sits on the map
doing no one any good or any harm until such time as the owning player relocates it to a site where it will
function. Note that Union departments are more sensitive to Confederate presence than Confederate
departments are to Union presence. Confederate departments provide supply as long as they are
unbesieged or unoccupied.
[22.21] When created, headquarters are placed on any existing department at the player’s option.
[22.22] The Cycle Turn Record Track states when a player may attempt to deploy army or corps
headquarters. To deploy an army headquarters, a player rolls the die. If he rolls a one, he may deploy one
army headquarters. To deploy corps headquarters, a player rolls the die. If he rolls a one, he rolls a
second time and deploys the same number of corps headquarters as the second die roll. If he first rolls a
two through six in either of the above attempts, he fails to deploy any HQs.
Starting with Production Cycle 4/62, the Union player may create headquarters on a die roll of one to four,
instead of just one, and the Confederate player may create headquarters on a die roll of one to three,
instead of just one.
Players’ Note: Headquarters are a tremendous benefit to moving and fighting. Their random introduction
into play is meant to simulate the historical evolution of the command structure on both sides.
Step 1: The player states where he is building the fort, states the number of supply points he is
expending on the construction, and expends them.
Step 2: He rolls the die and consults the Fortification Construction Table, which tells him whether the
construction succeeds. If it does, he may place a fort marker in the designated hex. If it fails, he
may not place one. (He has in effect wasted the expended supply.)
A fort built on a river may be placed so as the “x” faces either hexside or hex vertex. This allows the fort to
command the junction of the two rivers, such as the Mississippi and Ohio Rivers at Cairo, IL (A3119).
A fortress may be built on any hex containing a friendly occupied fort. The player expends supp ly as in
rule [22.4] and rolls the die. If successful, he flips the existing fort marker over so its fortress side shows. A
player may attempt to build one fortress per strategic turn.
[22.44] When a fort is constructed and deployed, the player may locate units existing in the hex outside or
inside the fort at his option.
Leaders replaced by paroled leaders are dumped back in the leader pool. Leaders killed in combat are
removed from play.
Exception: When using rule [27.0], leaders replaced by paroled leaders are moved to the nearest
unbesieged department.
demote (remove) a leader from command of a corps via exercise of option one above (rule [22.51]),
replacing an old commander with a newly selected leader. The replaced commander is immediately
tossed back in the leader pool. The enemy player gains one political point for the demotion.
place a leader in command of an HQ (stack him on top), if the HQ is without a commander and the
leader is stacked in the same hex.
replace an existing commander with another leader stacked in the same hex. The demoted leader is
tossed into the leader pool and the enemy player receives two political points.
Note there are only four ways an existing commander can be effectively replaced as commander of a
headquarters:
56 War Between the States
Note: Obviously, method number four will be the most common way in which players replace inept
commanders. Methods one and two are only safe when the player has a big political point bulge. Inept
leaders usually have a low initiative (that is why they are poor); so it is not always convenient to arrange
for a bad leader to walk away from his command.
[22.53] Parole
An enemy player with a captured leader may intervene in the promotion process, substituting the
captured leader for any leader the friendly player has just placed in command.
CONFEDERATE POOL
Initial Pool: Hardee, A.S. Johnston, Van Dorn, Stuart, Jackson, Longstreet, Bragg, Huger
UNION POOL
Add to Pool 12/61: Grant, Sumner, Keyes, Curtis, Franklin, Porter, Pope, Heintzelman
Add to Pool 10/62: McClernand, Sherman, Sedgewick, McPherson, Meade, Thomas, Slocum, Couch,
Stoneman
Players’ Note: This rule simulates the more effective Confederate manpower allocation. Starting in 1863,
they rarely created new regiments; instead, they used new recruits to strengthen existing units at or near
the front. The Confederate player may, in effect, treat garrison points as replacement battalions.
The number in each box is the number of personnel points available to the player on the cycle in play for
him to expend in unit production.
Example: assume the Union player refrains from a new call until 0/8/62, at which time he makes the
second volunteer call (see rule [23.1]). At that time he receives the stated number of personnel points in
box number 1 of the second volunteer call track, with successively diminishing numbers of points given on
succeeding boxes for the succeeding cycles until a new minimum is reached in box number 6 of the track.
That minimum would apply for the sixth cycle of the second call and all succeeding cycles until such time
as the player made either a third volunteer call or a first draft.
Note: If they wish, players may use blank or unused counters to mark the progress and position of a call
or draft.
Example: assume the Union player has 40 personnel points available on 0/2/64, because it is the third
month of the second draft call. He may use up to 40 points in producing some combination of units. Unlike
supply points, which may be stored in the general supply point pool, unexpended personnel points are
lost. If the Union player does not use all 40 points in the 0/2/64 Production Stage, he loses the
unexpended portion. They do not carry over to the following cycles.
radar, specially built speedy, shallow draft ships, taking advantage of night and bad weather, could usually
slip through. The Union found the best answer to blockade running was either seize the seaport or
establish a fort the guns of which could dominate the entrance to the port and support close-in small
patrol boats.
New Bern is automatically blockaded if the Union player occupies a fort at hex C3328 and has a naval
flotilla at large in Pamlico Sound.
Morehead City may not be automatically blockaded by a nearby fort. The Union player must seize the
port or take his chances on ship blockade.
Wilmington: a Union occupied fort at either hex C2534, C2434 or C2433 automatically blockades this
port.
Savannah: a Union occupied fort at hex C1145 automatically blockades this port.
Brunswick: a Union occupied fort at hex C0850 automatically blockades this port.
Pensacola: as long as the Union player occupies Fort Pickens (which he does from the start), Pensacola
is automatically blockaded.
Mobile: a Union occupied fort at hex B3627 automatically blockades this port.
New Orleans, Procterville and Brashear: these three ports lie in the delta of the Mississippi River, with
dozens of possible routes of access. Only if the Union player can occupy forts on all land hexes adjacent
to one of these parts can it be considered automatically blockaded.
Jacksonville: A Union occupied fort in hex C0853 automatically blockades this port.
Galveston may not be automatically blockaded by a nearby fort. The Union player must seize the port or
take his chances on ship blockade.
Sabine City may not be automatically blockaded by a nearby fort. The Union player must seize the port
or take his chances on ship blockade.
The Union player meets the criteria for that port (see rule [24.1]); or
If he successfully executes the ship blockade routine for the port.
result is “no blockade” — meaning the Confederate player can import. The presence of Confederate
ironclads in the port in question can alter the value of the die roll.
[24.23] The fact there is no notation for Union blockade in S/61 means the Union player may not exercise
ship blockade during the summer cycles of 1861.
The first time the Union destroys or captures a Confederate fort: one point (see rule [25.33]).
The Union player receives one political point on each strategic turn there are no Confederate
fortifications, river flotillas and ironclads on the Mississippi River, and all cities touching on the
Mississippi River are Union occupied.
The Union player receives one political point each time he wins a major battle (see rule [25.34]).
The Union player also receives political points as per rules [22.5], [23.0], and [25.4].
War Between the States 61
The first time the Confederacy destroys or captures a Union fort: one point (see rule [25.33]).
The Confederate player also receives one political point on each strategic turn any one or more of the
above named cities is unable to trace a path of rail hexes free from Confederate units leading off the
north edge of the map.
The Confederate player receives one political point each time he wins a major battle (see rule
[25.34]).
The Confederate player also receives political points as per rules [22.5], [23.0], and [25.4].
The side with the lower numerical result is declared the winner for purposes of this rule. Numerical results
are evaluated at their printed value; ignore any multiplication for this purpose. If a city or fort is captured
as a result of the battle, the winner also gets those points.
Fourth 4
Fifth 8
Sixth and Subsequent 16
If the Union player does not win either a historical or player victory in that time, the Confederate player
wins a player victory. Note: an “F” result is still a failure within the meaning of rule [25.41].
Either Player may sail up and down Kentucky rivers without violating Kentucky neutrality. That includes
ground troops aboard transport. Violation occurs only when players put ground troops on terra firma
inside Kentucky.
Units in a hex containing a friendly fort, but which are outside that fort, may retreat into (under) the fort in
lieu of entering an adjacent hex.
Example: assume a leader with a combat rating of two is involved in a battle. The die roll result is three.
The player owning the leader could then inspect the CRT and select any result in the column on the one
line, two line, three line, four line or five line, and pick any of those five possible results as the result for
the battle.
If a naval leader is involved in a naval combat, and all naval units in the hex with him are eliminated,
the naval leader is also eliminated.
[26.6] Entrenchments
[26.61] Beginning in 1864, an infantry force of at least 10 strength points that occupies a hex for one
friendly movement phase without moving may entrench. The friendly player places an entrenched marker
in the hex. If on the following friendly movement phase the force remains in place, the entrenched marker
is flipped over to the second side. The hex is said to be “first game-turn entrenched” or “second game-
turn entrenched.”
2nd Game-Turn Entrenched: units are quadrupled on defense. Defenders are not required to
retreat. Any attacker’s loss is doubled.
Note: each player has four entrenchment markers. That is deliberate, as it represents the maximum
number of entrenched hexes the player can have in play at any one point.
[26.7] Partisans
During the production phase of any strategic turn of 1862 and thereafter, the Confederate player may
place one partisan cadre in any clear terrain hex of a Confederate or neutral state that is not occupied by
Union units. The cadre has a parenthesized strength of (5) and may not move. On all following cycles,
whenever the Cycle Track calls for the Confederate to demobilize militia, he may concurrently attempt to
create one partisan unit from some existing partisan cadre. He must roll a one on the die. That permits
him to flip the cadre over on to its 1-2 or 1-3 face.
There are two types of partisan units: infantry and cavalry. The player picks a cadre at random and places
it without examining what type it is (that is, place it cadre side up initially, and the Confederate player may
not examine it until he flips it over).
The partisan is a real unit. Without a leader it may fight and move. It has no zone of control. Union units
may enter its hex and it may do the same in a hex occupied by a Union unit, except it may not enter a city
hex. The partisan unit automatically destroys any supply points in a hex it enters, and it automatically
destroys any supply that attempts to move through the hex it occupies (either by supply train or
broadcast). The presence of Union forces in a non-city hex in no way inhibits the ability of Confederate
partisans to destroy Union supply points in that hex.
Partisan units do not need supply if operating in a Confederate state. If a force has only partisan strength
points, it may only choose a battle intensity chit of zero or one. Partisans are otherwise treated as infantry
and cavalry, respectively.
Note: we recommend that if players choose to use any of the rules in the section above, this particular
rule should then no longer be considered optional. It must be used.
Along with these rules, players should reduce the number of large divisions available to them in the
counter mix to force the armies to operate at more historic sizes. Most infantry divisions in the Civil War
were 7,000 men or less. It is suggested each player reduce the number of 10-3 and 9-3 infantry divisions
available to four of each, and the number of 8-3 and 7-3 infantry divisions to eight of each. By doing that
and using the rules given below, armies will be forced to operate at more historic sizes, as opposed to
having players be able to create 60-70,000-man corps and 300,000-man armies.
Below are the leaders, their entry dates, rank at entry, their promotion dates, and values for each rank.
Note there a few special cases, such as Van Dorn for the CSA, who (may) be demoted to cavalry
command; Sheridan for the USA, who starts as an infantry commander and is promoted to cavalry
command; and Hooker, who gets demoted from a four-star leader to a three-star leader. Each side also
has a few extra leaders who were not included in the original game.
Two-star leaders may command one division plus one brigade. Two-star leaders may not normally
command corps headquarters. Should a three-star leader in command of a corps headquarters become a
casualty and there are no other three-star leaders in the hex to take command of the headquarters, then a
two-star leader who is in that hex may take temporary command of the headquarters until the owning
player can move a new three-star leader to take command of it. The owning player must move a new
three-star leader to take command of the headquarters as soon as possible.
Three-star leaders may command corps headquarters. Three-star leaders not in command of a
headquarters may command up to two divisions. Three-star leaders in command of headquarters may
66 War Between the States
command up to four divisions (three with the headquarters plus one additional). Exception: Longstreet
and Jackson for the CSA may command up to five divisions (three with the headquarters plus two
additional). Three-star leaders may command an army headquarters at a reduction in effectiveness.
Should a three-star leader be placed in command of an army headquarters, reduce both his initiative and
combat values by one. The span of command of a three-star leader in command of an army headquarters
is one. Also, only cavalry leaders may command cavalry headquarters, just as same as in the original
game.
Four-star leaders may command either army or corps headquarters. Four-star leaders in command of
corps headquarters operate the same as three-star leaders in command of corps headquarters. Four-star
leaders in command of army headquarters may command, in addition to the units attached directly to that
headquarters, a number of subordinate units equal to their command span (the center number). Those
subordinate units may be two-star leaders, three-star leaders (in command or not in command of corps
headquarters), or additional divisions or brigades not directly commanded by other leaders. Four-star
leaders not in command of a headquarters may command a number of divisions equal to their command
span (the center number), but may not command other leaders.
To summarize:
A two star leader, not in command of any HQ may command up to two units, of which only one may
be an infantry or cavalry division. (May not command other leaders)
A three star leader, not in command of any HQ may command up to two units of any size. (May not
command other leaders)
A three star leader in command of a Corps HQ may command up to four units, three with the HQ,
plus one additional. Exception: CSA Leaders Longstreet and Jackson may command up to five units.
(May command a two or three star leader not in command of an HQ)
A three star leader in command of an Army HQ may command one additional unit. (May command
another leader who may or may not be in command of a Corps HQ)
A four star leader not in command of an HQ may command any number of units up to their command
span. (May not command other leaders)
A four star leader in command of a Corps HQ functions the same as a three star leader.
A four star leader in command of an Army HQ may command any units attached directly to the HQ
plus any number of additional units up to their command span. (May command other leaders who
may or may not be in command of a Corps HQ)
A five star leader functions the same as in the original rules.
LEADERS RATINGS
Two- and three-Star Leaders: the first number is the initiative limit value, and the second number is the
combat value.
Four- and five-Star Leaders: the first number is the initiative limit value; the second number is the
command span, and the third number is the combat value.
CSA
Starting Leaders
J. Johnston 4 Star (3-3-1)
Beauregard 4 Star (3-3-1)
Magruder 2 Star (3-1)
Polk 3 Star (2-1)
Price 3 Star (2-1)
War Between the States 67
Reinforcements
8/61
A. S. Johnston 4 Star (2-3-1)
9/61
Bragg 3 Star (2-0)
Promote to 4 Star (2-3-0) 4/62
10/61
Longstreet 3 Star (3-2)
11/61
Jackson 3 Star (4-2)
1/62
Floyd 2 Star (1-0)
2/62
Ewell 2 Star (3-1)
Promote to 3 Star (2-1) 6/63
3/62
Cheatham 2 Star (3-1)
Promote to 3 Star (3-1) 10/64
68 War Between the States
4/62
Breckenridge 2 Star (2-1)
5/62
A. P. Hill 2 Star (3-2)
Promote to 3 Star (3-1) 6/63
6/62
Holmes 2 Star (1-0)
7/62
(Forrest) 2 Star (4-2)
Promote to 3 Star (4-2) 6/63
9/62
Early 2 Star (3-1)
Promote to 3 Star (3-1) 5/64
10/62
(Wheeler) 2 Star (3-2)
Promote to 3 Star (3-2) 12/62
12/62
Cleburne 2 Star (4-2)
5/63
Walker 2 Star (2-1)
Promote to 3 Star (2-1) 9/63
9/63
Stewart 2 Star (3-1)
War Between the States 69
5/64
Gordon 2 Star (3-1)
Promote to 3 Star (3-1) 12/64
(Hampton) 3 Star (3-1)
6/64
S. D. Lee 3 Star (3-1)
USA
Starting Leaders
Butler 4 Star (0-1-0)
Lyon 2 Star (4-2)
McClellan 5 Star (1-5-2)
McDowell 3 Star (2-0)
Reinforcements:
7/61
Heintzelman 2 Star (2-1)
Promote to 3 Star (2-1) 3/62
8/61
Banks 2 Star (1-1)
Promote to 3 Star (1-1) 3/62
Promote to 4 Star (1-2-0) 12/62
10/61
Hooker 2 Star (3-1)
Promote to 3 star (3-1) 9/62
Promote to 4 Star (3-3-0) 1/63.
Demote back to 3 Star 7/63
11/61
Buell 4 Star (1-3-1)
70 War Between the States
12/61
Burnside 3 Star (2-1)
13/61
Farragut naval leader
1/62
Curtis 3 Star (2-1)
2/62
Grant 4 Star (4-5-2)
Promote to 5 Star (4-5-2) 3/64
3/62
Keyes 3 Star (2-1)
Sherman 2 Star (3-1)
Promote to 3 Star (3-2) 12/62
Promote to 4 Star (4-5-2) 10/63
4/62
Couch 2 Star (3-1)
Promote to 3 Star (3-1) 11/62
5/62
Franklin 3 Star (2-0)
7/62
(Pleasonton) 3 Star (1-1)
9/62
Hancock 2 Star (3-2)
Promote to 3 Star (3-2) 5/63
Meade 2 Star (3-1)
Promote to 3 Star (3-1) 12/62
Promote to 4 star (3-4-1) 7/63
11/62
Howard 2 Star (2-1)
Promote to 3 Star (2-1) 1/63
12/62
McPherson 3 Star (3-2)
3/63
Wright 2 Star (3-1)
Promote to 3 Star (3-1) 5/64
6/63
Granger 3 Star (3-1)
7/63
Dahlgren naval leader
8/63
Warren 3 Star (2-1)
2/64
Schofield 3 Star (2-1)
72 War Between the States
5/64
(Wilson) 2 Star (3-2)
Promote to 3 Star (3-2) 12/64
Note: These rules can be used in conjunction with section [27.0] or separately from it. Replace rule
[26.23] with the following rules.
In command of an existing army or corps headquarters, if he is a three, four or five star leader; or
On a department
The owning player must follow the rules for leader pick, promotion, demotion and parole (rule [22.5]).
Example: A leader is wounded on the third game turn of the 4/62 cycle. A die roll of six indicates he is out
of action until the sixth strategic turn following his being wounded. Place the leader on the 10/62 turn on
the Cycle Turn Record Track. The leader becomes available to return to play on the 10/62 Strategic Turn.
[28.12] If the death or wounding of a leader results in an headquarters becoming leaderless, the player
affected may immediately place in temporary command of that headquarters any leader in the hex who is
not currently in command of a similar headquarters to prevent it from becoming Leaderless. A leader in
command of a corps headquarters could not take command of another corps headquarters, but could
take command of a vacated army headquarters. The leader taking temporary command of the
headquarters must be at least of the same rank as the leader he is replacing if available. If no leader of at
least the same rank is available, then the next lower rank leader may be used. The player must state he is
placing a leader in temporary command of a headquarters at the time this occurs. The player then has
four game turns to move another leader to the headquarters to take permanent command of it. If the
player has not moved another leader to take command of the headquarters within four turns, then the
leader in temporary command becomes the permanent commander of the Headquarters and all rules for
leader pick, promotion, demotion, and parole [22.5] apply.
Exception: two-star leaders may not permanently command headquarters and must be replaced within
four game turns.
Dice Result
2 Four or five star leader or any leader in command of an army headquarters: roll again. On a roll of 2-5
the leader is killed; On a roll of 9-12 the leader is wounded; On a roll of 6-8 there is no effect. If
the leader is wounded, roll two dice again to see how many strategic turns the leader is out of
action.
3 Three star leader or any leader in command of a corps headquarters: roll again. On a roll of 2-6, the
leader is Killed; on a roll of 7-12 there is no effect.
4 Three star leader or any leader in command of a corps headquarters: roll again. On a roll of 2-6, the
leader is wounded; on a roll of 7-12, there is no effect. Two star leader not in command of a
headquarters: roll again. On a roll of 2-6, the leader is killed; on a roll of 7-12, the leader is
wounded. If the leader is wounded, roll two dice again to see how many strategic turns he is out
of action.
5-12 No effect.
Commentary: The following rules give each of the players several other options for obtaining political
points, besides those already included in the game. Several additional southern cities have been given
political point values and the north has been given a schedule for capturing political point cities or risk war
weariness due to the fact that they are not keeping up with their historical rate of advance. If the Union
fails to gain control of the Mississippi River in a timely manner, the Confederate player is now awarded
political points, also due to war weariness. There is now also a political point reason for each player to
fight for the Trans-Mississippi Theater. The Union player may gain political points by occupying and/or
destroying certain assets of the Confederacy, and the Confederacy may gain political points for capturing
northern cities other than those listed in the original rules. Last, each side can gain political points for
winning major battles, capturing or destroying enemy army headquarters and inflicting casualties on the
enemy.
Chattanooga 1
Corinth, MS 1
Knoxville 1
Mobile 1
Nashville 1
Vicksburg 1
Memphis 2
New Orleans 3
Atlanta 4
Richmond 10
The above awards are made only once per game. Exception: if the Union player loses control of a
previously occupied city, he loses the political point value of that city. Upon re-occupying said city, he will
regain the city’s political point value.
Occupying all of the following cities simultaneously gives the Union player two (2) political points:
Alexandria, LA
Little Rock, AK
Brashear, LA
Sabine City, TX
Galveston, TX
Shreveport, LA
The above award is made only once per game. Exception: if the Union player loses control of one or more
of the above cities, after having previously, simultaneously occupied all of them, he loses two political
points. Upon re-occupying all of the cities, he will regain those two lost political points.
The Union player also receives one (1) political point for each of the following:
For occupying both of the towns of Saltville, C0521, and Wytheville, C0819. The Union player is not
required to continue to occupy those two locations; however, he must end at least one ground combat
unit’s movement for a turn in each of them to fulfill the requirements for occupying them. Those
locations represent the Confederate lead and salt mines of southwest Virginia, and ending movement
on each of them represents the time necessary to destroy them.
On each strategic turn that the Mississippi River is free of Confederate fortifications and river flotillas,
ironclads, and all cities on the Mississippi River are in Union hands.
If he cuts and/or occupies the rail line that runs from Lynchburg, VA, through Bristol and Knoxville and
into Cleveland, TN, anywhere between Lynchburg and Cleveland. If the Confederate player restores
rail service along the entire route, the political point gained by the Union player for cutting and/or
occupying said route will be lost until such time as the Union player once again cuts and/or occupies
the route.
Each time he forces a Confederate force containing an army or corps headquarters to retreat via
combat and the Confederate force receives 20 percent or greater casualties.
For every 75 strength points of Confederate ground combat units eliminated by any method.
War Between the States 75
For each Confederate army headquarters captured or eliminated from 1861 through 1864.
The Union player also receives political points as per cases [22.5], [23.0], and [25.4].
The Confederate player also receives one (1) political point on each strategic turn that any one or more of
the above named cities is unable to trace a path of rail hexes free from Confederate units leading off the
north edge of the map.
Beginning with the 1/62 Strategic Turn, the Confederate player also receives one (1) political point on
each strategic turn he has ground combat units occupying any at-start Union city other than those listed
above. The Confederate player must be able to trace a path via road and/or Confederate controlled
railroad hexes free of Union units from the city to a Confederate department. The Confederate player
receives only one political point each strategic turn no matter how many Union cities he currently
occupies.
Beginning with the 8/62 Strategic Turn, the Confederate player also receives one (1) political point on
each strategic turn the Union player has not captured at least four Confederate political point cities east of
the Mississippi River.
Beginning with the 10/63 Strategic Turn, the Confederate player also receives one (1) political point on
each strategic turn the Union player has not captured at least seven Confederate political point cities east
of the Mississippi River.
Beginning with the 10/64 Strategic Turn, the Confederate player also receives one (1) political point on
each strategic turn the Union player has not captured at least eight Confederate political point cities east
of the Mississippi River.
The Confederate player also receives two (2) political points if the Union player fails to occupy all of the
Confederate political point cities west of the Mississippi River simultaneously by the 6/64 Strategic Turn.
The Confederate player also receives one (1) political point for each of the following:
Each time he forces a Union force containing an army or corps headquarters to retreat via combat
and the Union force receives 20 percent or greater casualties.
76 War Between the States
For every 75 strength points of Union ground combat units eliminated by any method.
The Confederate player also receives five (5) political points any time the Union player issues the
Emancipation Proclamation.
The Confederate player also receives political points as per cases [22.5], [23.0], and [25.4].
[29.13] Destruction or Capture of Fort
To be eligible for the one point award, a fort must be captured or destroyed involuntarily and removed
from the map. A Player receives one point for capturing one fort (presumably he will take it when he
captures his first fort), and that is all, regardless of how many additional forts he takes.
In the original WBtS, naval units that entered a hex or hexside controlled by a fort or fortress could sit
under the guns of that installation for an indefinite period without having to fear any adverse effect, at
least until the naval unit moved away from the place, at which time it would have to undergo a naval
transit attack. Further, the original game allowed naval units to attack the garrison inside the fort or
fortress, instead of the fort or fortress itself, and made forts and fortresses themselves completely
invulnerable to naval attack. The following rules are designed to address this issue and accomplish the
above goals.
[30.1] Change rule [11.22] to read as follows: A naval unit entering a hex or hex side on which an enemy
fortification lies (see rule [11.21]) must either immediately attack it using the Naval/Fort Combat Results
Table, or attempt to pass the fortification undergoing a naval transit attack on the Naval Transit Combat
Results Table. A naval unit entering a hex or hexside on which an enemy fortification lies may only stop
there if that installation’s guns have been suppressed or destroyed, or to engage an enemy naval unit in
the same hex or hexside after having successfully engaged the fortification via naval/fort combat, or
successfully passing the fortification via naval transit combat. Naval units stopping to engage enemy
naval units in this manner, assuming they survive the naval combat, may freely move out of the hex or
hex side controlled by the fortification on the next game turn as long as the naval unit continues in the
same direction it was originally traveling. Should the naval unit return in the direction from which it came,
it would again have to engage the fortification in naval/fort or naval transit combat. That simulates the
naval unit again passing the fortification’s guns in the opposite direction.
[30.2] Naval units may not attempt to pass fortifications using the Naval Transit Combat Results Table
until the 5/62 cycle, and must use the Naval/Fort Combat Results Table prior to that time. Beginning with
the 5/62 cycle, naval units may use either table at the owning player’s option. Note: this restriction
simulates the Union’s fear of attempting to pass forts early in the war.
[30.3] Change rule [11.23] to read as follows: fortifications that have had their guns suppressed or
destroyed as a result of naval/fort combat still provide a strength modifier to garrisons within when
attacked by other ground combat units. Only the ability of the fortification to control the water portion of
the hex/hexside is affected. The player owning a fortification whose guns have been destroyed may repair
War Between the States 77
the destroyed guns in any strategic turn following that destruction by expending 10 supply points during
the fort construction phase.
Key:
M = Naval unit may continue to move in the direction it was traveling and leave the hex or hex side
controlled by the fort or fortress.
W = Naval unit must withdraw one hex or hex side in the direction from which it came and may not move
any farther that turn.
D = Naval unit (and any passengers) are destroyed.
[31.0] MORE DESIGNER COMMENTARY For the 4/62 Strategic Turn, the Confederacy is on
the 3rd box of the second volunteer call. Their
Secrecy
General Supply level is 90.
The rules do not address the problem of player
intelligence (that is, how much information a Production
player is allowed to have about his opponent’s The Union has the following units in production on
dispositions). Obviously, a player derives certain the production spiral, which becomes available on
information from observing the map, but does he the following strategic turns:
have the right to examine the composition of his
War Between the States 79
4/62: 10 Militia Strength Points and 1 Siege Halleck must remain in command of the Army HQ
Train he is placed in command of through the 10/62
cycle. Grant must remain subordinate to Halleck
5/62: 10 Garrison Strength Points during this time, only receiving movement and
attack initiative through him. Grant may not be
6/62: 28 Infantry Strength Points given a movement command individually nor roll
for his own movement or attack initiative during
7/62: 10 Cavalry Strength Points this time.
The Confederacy has the following units in OPTIONAL: For those wishing to use the
production on the production spiral, which Historical Leader variant rule [27.0], make the
becomes available on the following strategic following leader changes to the 1862 setup. All
turns: other parts of rule [27.0] are in effect including all
leader promotions.
4/62: 12 Militia Strength Points and 4 Garrison
Strength Points Union
Replace the five star Grant counter with the
5/62: 6 Infantry Strength Points and 5 four star Grant counter.
Garrison Strength Points
Replace the three star McClernand counter
6/62: 16 Infantry Strength Points and 13 with the two star McClernand counter.
Cavalry Strength Points
Replace the three star Crittenden counter with
Headquarters Creation and Leader Entries the two star Crittenden counter.
Replace the three star Stuart counter with the Political Point Summary
two star Stuart counter.
Union
Replace the three star Magruder counter with Capture CSA Fort: 1
the two star Magruder counter. Captured CSA Major Cities: 6
CSA Calls and Drafts: 6
Replace the three star Huger counter with the CSA Political Appeals: 7
two star Huger counter.
Total 20
Add the three star leader Smith to the setup in
hex A5721. CSA
Union Calls and Drafts: 6
Add the two star leader Floyd to the setup in Union Political Appeals: 1
hex A3723. Emancipation Proclamation: 5
Replacement of Leaders, East: 4
Add the two star leader Ewell to the setup in (McClellan, Burnside)
hex C2409. Replacement of Leaders, West: 1
(Buell)
Add the two star leader Cheatham to the
setup in hex A3221. Total 17
Add the two star leader Pemberton to the Kentucky and Missouri are Union States. The
setup in hex C1640. Emancipation Proclamation has been issued.
For the 7/63 Strategic Turn, the Union is on the
Allow the Hardee and Buckner leaders to each 2nd box of the first draft. Their General Supply
command two of the infantry units they begin level is 325.
stacked with, dividing the forces up as evenly as
possible until Hardee is promoted on the 4/62 For the 7/63 Strategic Turn, the Confederacy is on
Strategic Turn. Also allow Bragg to command the the 4th box of the first draft. Their General Supply
units he begins stacked with until he is promoted level is 85.
on the 4/62 strategic turn.
Production
Note: If using the experimental political rules The Union has the following units in production on
([29.0]), one political point is gained for every 75 the production spiral which becomes available on
enemy ground combat strength points eliminated the following strategic turns:
by any method.
7/63: 28 Militia Strength Points
For this scenario, assume Union losses at the
beginning of the game are 10 strength points (= 0 8/63: 5 Cavalry Strength Points and 5
political points), and Confederate losses are eight Garrison Strength Points
strength points (= 0 political points).
9/63: 10 Infantry Strength Points
9/63: 6 Infantry Strength Points and 4 Union movement restriction is only in effect so
Garrison Strength Points long as R. E. Lee remains on or north the xx12
hex row.
10/63: 4 Infantry Strength Points and 2
Cavalry Strength Points OPTIONAL: For those wishing to use the
Historical Leader variant rule [27.0], make the
Headquarters are created and leaders picked as following leader changes to the 1863 setup. All
per the Cycle Turn Record Tracks. other parts of rule [27.0] are in effect including all
leader promotions.
Removed Leaders
The following Union leaders are no longer in play: Union
Replace the three star Banks counter with the
McClellan four star Banks counter.
Sumner
Porter (infantry leader) Replace the three star Hooker counter with
Lyon the four star Hooker counter.
The following CSA leaders are no longer in play: Replace the five star Grant counter with the
A.S. Johnston four star Grant counter.
Jackson
Van Dorn Replace the four star Sherman counter with
Floyd the three star Sherman counter.
Optional Rules Replace the four star Meade counter with the
OPTIONAL: If players wish to play the historical three star Meade counter.
situation, apply the following rules:
Add the two star leader Sheridan to the setup
Union forces that start the scenario within five in hex A4325.
hexes of Port Hudson and Vicksburg, respectively,
may not move more than five hexes away from Add the two star leader Steele to the setup in
those points until they are captured by the Union. hex B2416.
Confederate forces that begin the scenario in the
state of Mississippi may not leave it until after Add the three star leader Sykes to the setup
Vicksburg falls to the Union. in hex C2411.
Union forces in the states of Arkansas, Louisiana Add the two star leader Wright to the setup in
and Mississippi at the time of the fall of Vicksburg hex C2512.
may not leave those states until the first Game
Turn of the 10/63 Cycle. Confederate
Replace the three star Magruder counter with
The Union player may not freely allocate com- the two star Magruder counter.
mand to Rosecrans until the first Game Turn of
the 9/64 Cycle. Prior to this time Rosecrans may Add the two star leader Cheatham to the
only move upon successfully rolling for his setup in hex A4526.
initiative.
Add the two star leader Hindman to the setup
On the 7/63 Strategic Turn, replace Hooker as the in hex A4526.
commander of the Army of the Potomac with Add the two star leader Cleburne to the setup
Meade and place Sykes in command of the Union in hex A4526
5th Corps HQ. Hooker is placed back in the leader
pool and the CSA player receives two political Add the two star leader Walker to the setup in
points. hex B2617.
Union units and leaders that begin the scenario on Add the two star leader Early to the setup in
map C on or north of the xx12 hex row may not hex C2211.
move south of there until the 8/63 Cycle. The
82 War Between the States
Add the two star leader Hood to the setup in For the 5/64 Strategic Turn, the Union is on the
hex C2312. 4th box of the 2nd draft. Their General Supply
level is 500.
Note: If using the experimental political rules For the 5/64 Strategic Turn, the Confederacy is on
([29.0]), one political point is gained for every 75 the 5th box of the 2nd draft. Their General Supply
enemy ground combat strength points eliminated level is 25.
by any method.
Production
For this scenario, assume Union losses at the The Union has the following units in production on
beginning of the game are 185 strength points (= the production spiral which becomes available on
2 political points), and Confederate losses are 168 the following strategic turns:
strength points (= 2 political points).
5/64: 10 Infantry Strength Points
[32.3] 1864 Campaign Game
The game begins with the first Game Turn of the 6/64: 20 Infantry Strength Points and 5
4/64 Cycle. Do not perform the 4/64 Strategic Cavalry Strength Points
Turn.
7/64: 10 Infantry Strength Points
Use the 1864 east and west scenario setups. Add
one Union siege train in hex A4325 and two siege The Confederacy has the following units in
trains in hex C2608. production on the production spiral which
becomes available on the following strategic
The Political Point level is at (+12). The turns:
Confederacy has made four (4) failing political
appeals and the Union has made two (2) failing 5/64: 8 Militia Strength Points
political appeals. 6/64: 4 Infantry Strength Points, 6 Garrison
Strength Points, and one Ironclad. Place the
Political Point Summary Ironclad in hex B4117.
A.S. Johnston The three star leader Buckner still enters play
Huger on the 6/64 Strategic Turn in the same hex as
Van Dorn CSA leader Smith.
Jackson
Gardner Note: If using the experimental political rules
Holmes ([29.0]), one political point is gained for every 75
Floyd enemy ground combat strength points eliminated
by any method.
Optional Leader Rules
OPTIONAL: If players wish to play the historical For this scenario, assume Union losses at the
situation, apply the following rules: beginning of the game are 260 strength points (=
3 political points), and Confederate losses are 245
Replace the CSA leader J. Johnston as the strength points (= 3 political points).
commander of the Army of Tennessee with the
leader Hood either [33.0] ADDITIONAL VARIANT RULES
[33.1] Variant Limited Intelligence Rules
On the first strategic turn following the game Players may never examine an enemy player’s
turn the Union player first crosses to the production spiral or headquarters or supply
southeast side of the Chattahoochee River, displays. Players may not examine stacks of
within two hexes of the city of Atlanta, or, enemy players units, and the enemy player is not
required to reveal the contents of any stack of
Prior to the beginning of the second Game units except under the following conditions. Note
Turn of the 8/64 Cycle, whichever comes later. that players may always observe the top unit in a
Temporarily remove Johnston from play. stack.
Replace the CSA leader Hood with the leader J. Anytime there is combat between opposing
Johnston on the 2/65 Strategic Turn. Hood is forces, both players must reveal the entire
permanently removed from play. contents of any stacks of units involved in the
84 War Between the States
For each hex probed, roll one die. On a die roll of Leader Probe Rating
four or less the probe is successful. On a die roll Sheridan 2
of five or more the probe is unsuccessful. Modify
the die roll as shown in the table below. Wilson 2
Stoneman 1
[33.21] Cavalry Probe Modifiers Pleasonton 0
Confederate: 24 16 11 5 2
Union: 12 9 5 3 1
Confederate: 10 7 4 3 1
Union: 35 22 12 8 4
Confederate: 18 13 9 5 2
Union: 12 9 5 3 1
Confederate: 10 7 4 3 1
Union: 26 17 11 8 4
Confederate: 14 10 6 4 2
Union: 7 5 3 2 1
Confederate: 8 5 3 2 1
Union: 22 16 10 5 2