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War Between The States 2nd Edition ERules

The document outlines the rules and components for the board game 'War Between the States, 2nd Edition,' published by Decision Games in September 2004. It includes updates and errata for game mechanics, deployment charts, and counters, reflecting changes made through March 2006. The game simulates the operational-level strategies and tactics of the American Civil War from 1861 to 1865, allowing two players to represent the Union and Confederacy.

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0% found this document useful (0 votes)
22 views85 pages

War Between The States 2nd Edition ERules

The document outlines the rules and components for the board game 'War Between the States, 2nd Edition,' published by Decision Games in September 2004. It includes updates and errata for game mechanics, deployment charts, and counters, reflecting changes made through March 2006. The game simulates the operational-level strategies and tactics of the American Civil War from 1861 to 1865, allowing two players to represent the Union and Confederacy.

Uploaded by

flyer556820
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd
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WAR BETWEEN THE STATES

1861 - 1865
2nd Edition

Living Rules
Updated March 3, 2006
2 War Between the States

Game Title: War Between the States, 2nd Edition

Date of Publication: September 2004

Decision Games, PO Box 21598, Bakersfield, CA 93390

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.

Component Errata Confederate Supply Cities/Seaports Chart


Add Florence (B3804), Huntsville (B4305) and
Box Beaumont (B0627) as supply cities.
The outside of the box states there are 1,400 Add Galveston (B0132) and Sabine City (B0729)
counters. The rulebook is correct; there are 1,540 as seaports.
counters. Disregard Fayetteville (C1929). It is not a supply
city.
Charts and Tables Bristol should be listed as (C0323). Petersburg
should be listed as (C2518).
Terrain Effects Chart
Defenders in both cities and towns are not Supply Consumption Table
required to retreat. Minor towns, those The results under the 1-10 column should read
represented by dots, have no effect. 0,0,1,1,1,2,2 instead of 1,1,1,1,1,2,2.

Combat Results Tables Key Naval Combat Results Table


The symbol for "Defender is required to retreat The result for a die roll of "two" under the 1:4
(see notes)" should be an asterisk, not a bullet. column should read "AE" instead of "AX".

Combat Attrition Table Confederate Deployment Chart


The result for a 15 strength point size force in the On the 1862 deployment chart, the garrison unit in
15% column should be “2”, not “3”. hex A3022 should be increased to a strength of
two and the unit and fort listed in that hex should
Confederate Scenario Game Turn be set up in hex A3123.
Record/Reinforcement Track
Following game turn 16 the entry 3i should be an Disregard the garrison unit listed in hex B3022 of
entry of (3i) for the 1864 West Scenario, indicating the 1862 deployment chart.
that 3 infantry strength points must be removed.
War Between the States 3

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.

Union Deployment Chart Counters


Add the Union leader Curtis in hex A1410 on the The variant counters should include 3-star and 4-
1862 deployment chart. star leader counters for CSA leader Smith.
Players may use the 4-star counter included with
On the 1862 deployment chart, the Union controls the standard leaders as it is the same as the
all Missouri railroads except A3120-A2921, not variant leader. The 3-star leader should have a
C3120-C2921. rating of 2-1, which is the same as the 2-star
leader. Players may either make their own 3-star
The 1863 Deployment Chart should include the leader or use the two star leader, remembering he
1st Corps HQ in hex C2511. is actually a 3-star leader from the 3/62 cycle
through the 9/62 cycle when playing the variant
The 1864 Deployment Chart should include the historic leader rules.
leader Pope in hex C2108. Also add the Union
leaders Granger and Stoneman in hex A5625 and The 3-star variant leader counter for CSA leader
the Union leader Halleck in hex C2608. Pemberton should have a 2-1 rating not 3-1.

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.

Maps The Confederate Combat Chit Zero "C0" counter


A rail line should run from hex B3411 into hex is missing from the counter mix. It is not
B3511 (Columbus, MS). necessary for play. Instead, the Union player
secretly chooses a chit and then the CSA player
A rail line should run from hex B1705 through calls out his chit.
hexes B1804, B1904 and into hex B2004 (Devall's
Bluff). This is the western end of the incomplete
Memphis & Little Rock RR.
4 War Between the States

[12.2] Combat Supply Routine


[1.0] INTRODUCTION [13.0] FORTS AND FORTRESSES
[2.0] GENERAL COURSE OF PLAY [13.1] Effect of Forts and Fortresses
[3.0] GAME EQUIPMENT [13.2] Capacity of Forts and Fortresses
[3.1] The Game Map [13.3] Siege
[3.2] The Playing Pieces [14.0] ATTACK FROM MARCH
[3.3] Game Charts and Tables [14.1] Restriction on Attack from March
[3.4] Game Equipment Inventory [14.2] Action After Attack from March
[4.0] SEQUENCE OF PLAY [15.0] CAVALRY
[4.1] Outline of the Game Turn [15.1] Cavalry Corps and Subordination
[4.2] Outline of the Strategic Turn [15.2] Cavalry in Combat
[4.3] Annual Events [16.0] HEADQUARTERS UNITS
[5.0] MOVEMENT [16.1] Headquarters Display
[5.1] Initiative [16.2] Size Limit of HQ with Combat Units
[5.2] Movement Command [16.3] Field Army Supply
[6.0] GROUND MOVEMENT [17.0] CHAIN OF SUPPLY
[6.1] Ground Movement Restrictions [17.1] Tracing Supply Chains by Water
[6.2] Effect of Enemy Units on Friendly [17.2] Railroad Supply Paths
Movement [17.3] Resupplying Depots, Supply Trains and
[6.3] Forced March Field Army HQs
[6.4] Multiple Unit Movement (Stacking) [17.4] Supply Trains
[6.5] Rail Movement [17.5] Supply Depots
[6.6] Road Movement [18.0] RAILROADS
[7.0] WATER MOVEMENT [18.1] The Rail Net
[7.1] Water Movement Restrictions [18.2] Destroying Railroads
[7.2] Water Transport of Ground Units [18.3] Rail Repair
[7.3] Ferry Operation [18.4] The B&O Railroad
[7.4] Movement Around Florida [18.5] Kentucky Railroads
[7.5] Map Anomalies [18.6] Missouri Railroads
[7.6] Trans-Mississippi Theater River System [19.0] SCENARIOS
Variants [19.1] How the Game is Played
[8.0] COMBAT [19.2] Force Deployment
[8.1] Restrictions on Combat [19.3] Scenario Format
[8.2] Multi-Unit and Multi-Hex Combat [19.4] Scenario West 1862
[8.3] Initiative to Attack [19.5] Scenario East 1862
[8.4] Effects of Terrain on Combat [19.6] Scenario West 1863
[9.0] ZONES OF CONTROL [19.7] Scenario East 1863
[9.1] Effect of Terrain on Zones of Control [19.8] Scenario West 1864
[9.2] Effect of Forts and Fortresses [19.9] Scenario East 1864
[9.3] Effect of Zones of Control on Combat [20.0] CAMPAIGN GAME
[9.4] Effect on Supply Broadcast [21.0] PRODUCTION PHASE (Campaign Game)
[9.5] Naval Zone of Control [21.1] The Production Spiral
[10.0] LEADERS
[21.2] Union Supply Point Generation
[10.1] Command Span
[21.3] Confederate Supply Generation
[10.2] Cavalry Leaders
[21.4] Existing Unit Augmentation
[10.3] Lone Leaders
[21.5] Militia and Garrison Conversion
[11.0] NAVAL COMBAT
[21.6] Where Newly Produced Units Deploy
[11.1] Ship to Ship Combat
[21.7] Production of Ironclads
[11.2] Naval Units and Fortifications
[11.3] Friendly Unit Support [21.8] Base Deployment
[12.0] SUPPLY [21.9] Production Costs
[12.1] Supply Maintenance Routine [21.10] Campaign Game Additional Rules
War Between the States 5

[22.0] ADDITIONAL PRODUCTION PHASE [28.3] Captured Leaders


EVENTS (Campaign Game) [29.0] EXPERIMENTAL POLITICAL RULES
[22.1] Military Departments [29.1] Political Point Awards
[22.2] Creation of Headquarters Units [30.0] EXPERIMENTAL RULES FOR NAVAL
[22.3] Brigade Merge AND FORT COMBAT
[22.4] Fort Construction [31.0] MORE DESIGNER COMMENTARY by
[22.5] Leader Pick, Promotion, Demotion, and Irad B. Hardy
Parole [32.0] ADDITIONAL SCENARIOS
[22.6] Militia Demobilization [32.1] 1862 Campaign Game
[22.7] Special Confederate Replacement Rule [32.2] 1863 Campaign Game
[23.0] PERSONNEL POINTS (Campaign Game) [32.3] 1864 Campaign Game
[23.1] Personnel Point Display [33.0] ADDITIONAL VARIANT RULES
[23.2] How the Display Works [33.1] Variant Limited Intelligence Rules
[23.3] Using Personnel Points in Production [33.2] Cavalry Probes
[23.4] Manpower Progression [33.3] Kentucky - Missouri Neutrality Variant
[24.0] BLOCKADE (Campaign Game)
[24.1] Characteristics of Southern Ports
[24.2] Ship Blockade
[25.0] VICTORY (Campaign Game)
[25.1] Historical Victory
[25.2] Player Victory
[25.3] Political Point Awards ORIGINAL DESIGN CREDITS
[25.4] Appealing for Player Victory Game Design/Development: Irad B. Hardy
[25.5] Emancipation Proclamation Physical Systems and Graphics: Redmond A.
[25.6] November ‘64 Election Simonsen
[26.0] OPTIONAL RULES Production: Larry Catalano, Bob Fitzpatrick,
[26.1] Retreat After Combat Option Kate Higgins, Manfred F. Milking, Bob Rye
[26.2] Leader Effect on Combat
[26.3] Confederate Initiative Pick
[26.4] Lee Stays East 2004 REVISION CREDITS
[26.5] Grant Stays West Editor: Joseph A. Miranda
[26.6] Entrenchments Maps: Joe Youst
[26.7] Partisans
Physical Systems: Larry Hoffman
[26.8] Special Initiative Restriction
Rules and Box Production: Callie Cummins
[27.0] FURTHER OPTIONAL RULES FOR
HISTORICAL LEADERS Special thanks to: Michael A. Dye, Don
[28.0] VARIANT LEADER LOSS RULES Johnson, Steven Cabral, and the contributors to
[28.1] Leader Losses the CONSIMWORLD War Between the States
[28.2] Leader Loss Table topic.

[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.

[2.0] GENERAL COURSE OF PLAY


6 War Between the States

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.

[3.0] GAME EQUIPMENT


[3.1] The Game Map
[3.11] The game map shows the geographic area required for play of the game. There are three maps,
labeled A, B and C, respectively. A field of hexagons has been superimposed on each map to regularize
the positioning of units. Each hex has been given a four-digit number; the first two digits of the number
describe the north to south column in which a hex lies, while the last two digits describe the zigzag west
to east row in which the hex lies. In addition, each hex number, when stated in the text, is preceded by its
map letter code. For example, Washington, DC, is hex number C2608.

[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.

[3.2] The Playing Pieces


Playing pieces fall into three categories. The majority are ground combat units representing military
formations (infantry and cavalry divisions and brigades). Those pieces possess movement and combat
abilities and are essentially the player’s army. The next largest group consists of support units that
possess extraordinary combat and movement abilities. Finally, there are various markers whose roles are
explained in the rules.

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.

[3.21] Sample Units

COMBAT UNIT

LEADER UNIT

[3.22] Summary of Unit Types


Infantry Division (see rule [3.24])
Cavalry Division (see rule [3.24])
War Between the States 7

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

[3.23] Definition of Terms


Combat Strength is the basic offensive or defensive power of a unit quantified in strength points. Units
with a parenthesized combat strength may not attack.

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.

Size Symbols: XXXX = Field Army; XXX = Corps; XX = Division; X = Brigade.

[3.24] Unit Strength Presentation


Infantry divisions are depicted by several counters with a descending sequential combat strength in one-
point gradations, ranging from 10 down to three. When a division loses strength due to combat or attrition,
it is flipped over or replaced by another divisional unit of the same type bearing the proper reduced
strength. When reduced to a combat strength of two or one, a division is replaced by a brigade unit. When
reduced to zero, it is eliminated.

Cavalry division counters range in sequential strength from five down to two, and follow the same
reduction principle.

Militia units range from four down to one.

[3.25] Unit Permanence


One infantry division may never combine with another infantry division to form a higher strength division.
Nor may cavalry or militia do so. One division may never divide into two divisions. A single division may
be replaced by a smaller strength division and one or more brigades (equaling the strength of the original
unit) at the convenience of the owning player. Brigades may never combine into a division (also see rule
[22.3]). Garrison counters are shown in non-sequential strength point values. A garrison unit is any
number of counters stacked in the same hex. The player may use any convenient combination of garrison
counters to represent a single garrison’s strength. A player may slough off brigades from a division as he
moves that division. By definition, the brigades would have come into existence after the movement
command that triggered the division’s movement and would be incapable themselves of further
movement that game turn. If he wished, a player could extract brigades from the division before issuing a
movement command but, ipso facto, he would then have “x” amount more units to deal with when issuing
a command. The same principle applies in a combat situation; you may slough brigades before initiating
combat, but not after the result is known. Finally, a player may only slough brigades during his own player
turn.

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.

[3.3] Game Charts and Tables


Various visual aids are provided for the players in order to simplify and illustrate certain game functions.

[3.4] Game Equipment Inventory


A complete game of War Between the States should include the following parts:
War Between the States 9

 One Game Map (three sections)


 Five and a half Sheets of Die-Cut Counters (four identical; 1,540 pieces)
 One Rules Booklet
 One Confederate Production Spiral Sheet
 One Union Production Spiral Sheet
 One Confederate Track Sheet
 One Union Track Sheet
 One Confederate Track Sheet/Deployment Chart
 One Union Track Sheet/Deployment Chart
 Two Chart Sheets (identical)
 Two Dice

If any parts are missing or damaged, write to:


Decision Games
P.O. Box 21598
Bakersfield, CA 93390

Rules questions, phrased to be answered in a one-word reply, will be answered if accompanied by a


self-addressed, stamped envelope. Send questions to the address above marked “Rules Questions: War
Between the States.”

[4.0] SEQUENCE OF PLAY


Each Game Cycle is composed of a Strategic Turn, during which the players perform various logistical,
political and economic activities, and is followed by four successive Game Turns, during which the
players move and fight with their combat units and after which the next game cycle is begun. Each game
cycle represents the passage of four weeks, with each game turn representing a week. Activity during the
strategic turn and the game turns must conform to the outlines presented in rules [4.1] and [4.2].

[4.1] Outline of the Game Turn


A. DETERMINATION OF THE FIRST PLAYER: Each player randomly selects a chit from the initiative
chit pool. The player who selects the higher-numbered chit is defined as the first player for that
particular game turn. He conducts the first player turn, after which the player who selected the lower-
numbered chit conducts the second player turn (see rule [5.1]).

B. THE FIRST PLAYER TURN


I. Movement Phase
a. Movement Command Allotment Segment
The first player issues movement commands to a number of his leaders. Upon doing so, he may
move each leader and the force under the command of that leader (see rule [5.2]).

b. Individual Leader Initiative Segment


Having exhausted his movement command allotment, the first player may determine which of his
remaining leaders can move on their own initiative (see rule [5.23]). He may then move those
leaders and the forces under their commands.
II. Combat Phase
a. Combat Initiative Segment
10 War Between the States

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]).

C. THE SECOND PLAYER TURN


Repeat I and II, as described above, but with the players’ roles reversed.

[4.2] Outline of the Strategic Turn


A. Siege Phase: Both players may attack any forts or fortresses they are besieging using the special
siege procedures (see section [13.0]). If both players want to conduct sieges, the Confederate player
does so first or last, at his option.
B. Production Phase: both players operate their respective production systems, mobilizing new combat
units for future deployment, deploying combat units on the map that had been mobilized on prior
strategic turns, creating and deploying supply points, initiating and completing the construction of forts
and fortresses etc. (see rule [22.4]). In all those activities, the Union player goes first.
C. Supply and Consumption Phase: both players (Union first) execute the supply consumption routine
(see sections [12.0] and [17.0]) to feed ground units. They may then further broadcast supply to their
respective depots, supply trains and army headquarters.
D. Political Interaction Phase: either or both players may attempt to win the game by “appeal” to the
Political Events Matrix. Other events may also precipitate from such an appeal (see rule [25.4]).

[4.3] Annual Events


At the conclusion of the 13th cycle of any year, prior to the beginning of a new year, the players must
adjust the composition of the initiative chit pool (see rule [5.13]).

[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.

[5.13] Initiative Pool Composition Table (see separate sheet)

[5.2] Movement Command


A player’s initiative chit number equals the number of movement commands he may issue to his forces.
Basically, a force may not move unless it is issued a movement command (or the force leader can move
on his own initiative). Thus, while a player is theoretically permitted to move all his units, he can normally
do so only when he has an initiative chit number sufficient to issue commands to all his forces. Rarely will
that occur, and normally a player will find himself able to move only some portion of his total force.

[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]).

[5.26] Naval Initiative


12 War Between the States

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.

[6.0] GROUND MOVEMENT


There is one movement phase during each player turn, during which the phasing player may move some,
all, or none of his units eligible to move under the provisions of rule [5.2]. Each unit is moved individually
(if it has been issued a separate movement command), or as part of a stack of units moved together
under the command of a single leader. As it moves, a unit expends a portion of its movement allowance to
enter each hex. That expense varies according to the terrain the unit crosses or enters to move into the
hex. Unused movement points may not be accumulated from one game turn to the next, nor may they be
transferred from unit to unit.

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.

[6.1] Ground Movement Restrictions


[6.11] In one movement phase a unit may not expend more movement points than its printed movement
allowance (exception: see rule [6.3]). For example, an infantry division has a movement allowance of
three movement points. It must expend one movement point to enter a clear terrain hex. It could move
through three successive clear terrain hexes, but it could not enter a fourth hex since that would cause it
to exceed its movement allowance.

[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.

[6.2] Effect of Enemy Units on Friendly Movement


[6.21] Whenever a friendly unit enters an enemy controlled hex, it must stop moving and may not
continue moving during the current game turn except to execute an attack from march.

[6.22] A friendly unit may always leave an enemy controlled hex.

[6.23] Zones of Control (see section [9.0])


War Between the States 13

[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.

[6.3] Forced March


A player may opt to force march his units. He declares, upon initiating the movement of a unit, that he is
adding one or two movement points to its movement allowance. Such an addition is automatic, and the
player so executes the move. For example, an infantry division with a movement allowance of three is
performing a two-point forced march; the player can therefore expend a total of five movement points in
moving that unit. A forced march, however, also exposes units performing them to a chance of attrition (a
percentage loss of the strength of the unit making the forced march), as the player must execute the
forced march routine upon completion of the movement.

[6.31] Forced March Routine


Step 1: the player notes the extent of the forced march (one or two extra movement points), and whether
the termination point of the forced march is a hex in friendly or enemy territory.
Step 2: the player rolls a die, modifies the die roll according to the key on the Forced March Table
([6.32]), and cross-references the die roll with the appropriate description of the forced march.
Step 3: the player applies any attrition result immediately.

[6.32] Forced March Attrition Table (see separate sheet)

[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.

[6.4] Multiple Unit Movement (Stacking)


A player may place units totaling up to a maximum of 200 combat strength points in a single hex.
Practically speaking, that means there is no limit to the number of units a player may stack together in a
single hex. However, such a disposition would normally be an inefficient deployment of forces and could
only be approached by a player with an embarrassment of excess strength (that is, the Union player) and
who wished to render some supremely important point invulnerable to direct assault (for example,
Washington, DC). Though a player might assemble such a behemoth in one hex, he will find it next to
impossible to move or attack with it.

[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.

[6.5] Rail Movement


The Cycle Turn Record Track provides a chronological list of rail transport points available to each player
during each cycle of the game. In one game turn one rail transport point has the capacity to carry one
combat strength point, expending five rail movement points in so doing. Note there is no marker or
counter to portray a rail transport point; when used, it exists in the minds of the players. To use rail move-
ment, a unit entrains. When it does so, it must expend one movement point. Simultaneously the imaginary
rail transport point expends one movement point. With the unit now entrained, it is moved along the path
of the railroad — ignoring other terrain — by the rail transport point expending one rail movement point to
move each 10 hexes or fraction thereof along the railroad. At the termination of the rail movement, the
unit expends one movement point to detrain, as does the hypothetical rail transport point. Note: the
ground unit does not expend any of its movement points while it is in transit.
Example: in a given game turn, a Union infantry division with a strength of seven starts the movement
phase on a rail line in hex A. It entrains (expending one movement point) and proceeds 27 hexes along
the rail line to hex B, where it detrains (expending a second movement point). The division has not
expended its third movement point, and could do so in exiting hex B. The Union player has expended
seven rail transport points in executing that movement. (One rail transport point for each strength point.)
Together, each rail transport point expended one rail movement point to entrain, three rail movement
points to carry the unit 27 hexes, and its fifth and last point to detrain the unit.

[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.

[6.6] Road Movement


When a unit travels through contiguous road hexsides, it is presumed to be using the road for movement.
A unit moving along a road ignores the terrain through which the road passes, and it expends only the
movement cost for moving along a road (see the Terrain Effects Chart). Note in some places on the map,
roads cross rivers without interruption, indicating the presence of a bridge or ford. A unit moving along a
road may ignore any river the road crosses in that manner when moving along the road. In other cases, a
river interrupts the path of a road. A unit moving along a road in such a case may not ignore the presence
of the river when crossing that hexside; it must pay the indicated additional cost to cross the river (see the
Terrain Effects Chart).

[7.0] WATER MOVEMENT


Each player has units representing flotillas of warships, river gunboats, ocean going merchant vessels,
and riverboats. Those craft are presumed to operate on the rivers and oceans portrayed on the map,
primarily to carry supply, transport ground units, and — in certain special circumstances — to join in
combat, assisting ground units. For convenience, we will use the term “naval unit” to describe the entire
class of units that operate on water. As might be expected, the rules for naval unit operations differ in
16 War Between the States

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.

Procedure for River Hexside Movement


Every naval unit has an indicator printed on its face. The player should position the naval unit so the
indicator points to the river hexside in which the naval unit is located. Movement then proceeds river
hexside by connected river hexside. While actually moving the unit, the player should hold it on edge or
by a corner for purposes of tracing the movement path. That procedure is nothing more than a
mechanism to assist players in accurately locating the river position of their naval units. Some players
may find it more convenient to center the naval unit on the river hexside straddling the river. It is not
important what approach a player uses as long as he can accurately show on which river hexside his
naval unit is located.

[7.1] Water Movement Restrictions


[7.11] Naval units may not cross all-land hexsides, nor may they enter a hex prohibited to water
movement.

[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.

[7.2] Water Transport of Ground Units


River transport flotillas and naval transport flotillas have the ability to lift and carry ground units. Each
flotilla can carry up to 10 strength points of ground units. To indicate ground units are being carried they
are placed underneath the transporting units.

[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.

[7.24] Amphibious Assault


Infantry divisions or brigades may amphibiously assault an enemy occupied hex from water in the same
hex or contiguous hexside. The attacker’s strength is halved. A leader must be present and he must roll
successfully for combat initiative. If the defenders vacate the hex, presumably because they are forced to,
or if they retreat into a fortification in the hex, the attacking units may land in the hex. If the defender does
not vacate the hex or retreat into the fort, any attacking losses are tripled and the survivors remain aboard
their transport. Units that execute an amphibious assault must be in position at the start of the player’s
movement phase. Combat supply is not required for amphibious assault. Note that amphibiously
assaulting a city, town, or rough hex is a grim task. The defender is not required to retreat and, unless the
attack exterminates him, losses could be heavy for no gain.

[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.)

[7.26] Embarkation/Disembarkation Cost Chart (see separate sheet)

[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.

[7.3] Ferry Operation


Certain hexsides along various rivers, estuaries, and inlets are denoted as ferry hexsides (in addition to
their other properties). Ground units may cross rivers at those hexsides as part of normal ground or rail
movement for a certain movement point expenditure. Additionally, ground units may cross non-tidal rivers
as part of normal ground movement. Tidal rivers, estuaries and coastal inlets may not, however, be
crossed by ground units at non-ferry hexsides except when a transport unit is used as a ferry. Placement
of a transport unit within the appropriate hex or hexside creates temporary ferry crossing points with all
the properties of those printed on the map (see examples).

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.

[7.4] Movement Around Florida


Union naval flotillas and transports may move around Florida. Units that begin a friendly movement phase
in an all-sea hex on the south map edge in the Atlantic Ocean may be transferred to an all-sea hex on the
south map edge in the Gulf of Mexico, and vice-versa. Such a move consumes the entire movement
allowance of the force involved. Note the force involved must begin the movement phase on an all-sea
map edge hex. River flotillas and river transports may not go around Florida in either direction.

[7.5] Map Anomalies


[7.51] The Tennessee River has two heads of navigation, one near Decatur, Alabama, and the other a few
hexes upstream of Chattanooga. Ships may cross the downstream head only during game turns of the
fourth cycle of any year (roughly April), when high water permits them to cross the shoals, after which
they can operate in the river between the two heads.

[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.

[7.6] Trans-Mississippi Theater River System Variants


Players wishing a more accurate depiction of the river system in the Trans-Mississippi theater may apply
any or all of the following rules. They will, in general, ease the difficult supply situation in this theater.

[7.61] White River


Disregard the head of navigation at hexside B2207/2308. Instead, consider it located at hexside
B2004/2104.
War Between the States 19

[7.62] Arkansas River


Add a second head of navigation on the north hexside of hex B0601 (Fort Smith). The Arkansas River is
navigable between Little Rock and Fort Smith from the second through seventh cycle of each year.

[7.63] Ouachita River


Disregard the head of navigation at hexside B1721/1821. Instead, place heads of navigation on the
following hexsides: B1819/1820, B1615/1716, B1813/1814, B1712/1812, and B1207/1307. The Ouachita
River is navigable year round up to Monroe, Louisiana. It is navigable between Monroe and Arkadelphia,
AK from the second through fifth cycle of each year.

[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.

[8.1] Restrictions on Combat


[8.11] Units may attack only adjacent enemy units or, in the special case of siege, units in the same hex.
20 War Between the States

[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]).

[8.14] Combat Results Tables (see separate sheet)

[8.15] Combat Attrition Table (see separate sheet)

[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.

[8.18] Allocation of Losses


Strength point losses due to battle must be allocated as evenly as possible among the units participating
in the action. This rule is to be applied with common sense and reason. It is meant simply to prevent a
player from distributing all his losses among his cheap formations, thereby sparing his valuable
formations. For example, say a force composed of a 4-4, a 7-3, a 3-2 and two (5)-1s is required to lose six
points. The player must lose a cavalry point, an infantry point, a militia point and a garrison point. That
evenly distributes four of the six points to be lost. (Remember, the two garrison counters are treated as
one unit). He may then take the remaining two-point loss from among the four participating units.
Presumably, he would choose to lose another militia and garrison point.

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.

[8.2] Multi-Unit and Multi-hex Combat


[8.21] Units may combine their strengths in an attack only if they are stacked together or are in hexes
adjacent to each other and under the command of a common leader. Note: rule [8.21] means exactly what
it says. For example, units on hexes A1416, A1516 and A1616 cannot combine in a single attack against
hex A1517, since hex A1416 is not adjacent to hex A1616.

[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.

[8.3] Initiative to Attack


During a friendly combat phase, no friendly unit may attack unless it is under the command of a leader
who has receipt of an attack command. To determine which leaders have receipt of attack commands, the
attacker rolls a die. If the result is equal to or less than a leader’s initiative value, the force under his
command may attack. (He has receipt of an attack command.) If the result is greater than his initiative
value, the force under his command may not attack. While there are some similarities between movement
command and attack command, there are also differences. During movement, unless a player is unlucky
enough to choose a zero initiative chit, he will always be able to move at least one force or unit regardless
of how unlucky he is in activating his leaders on an individual basis. The initiative chit pick means nothing
for combat; it is dependent on each individual leader’s initiative value. Simply because a leader and his
force were able to move during movement does not guarantee he can attack during the combat phase.
The opposite also holds true. A player may have been unable to move a leader but later finds he can
attack.

[8.4] Effects of Terrain on Combat


Terrain, as well as the presence of river hexsides between attacking and defending units, has an effect on
combat. Terrain effects are summarized on the Terrain Effects Chart (see map C) and are explained in
detail below.

[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.

[8.42] Tidal Rivers and Estuary Hexsides


Units may not attack across a tidal river or estuary hexside except at a ferry crossing. The ferry crossing
may be one permanently depicted on the map or one created by the presence of a transport in the
intervening hexside. If such an attack across a ferry is made, the attacking units’ total combat strength is
halved, rounding up any remainder.

[8.43] Rough, City and Town Hexes


Defending units in rough, city, or town hexes (but not minor town hexes, which are those represented by
dots) may ignore that part of a combat result that would otherwise require them to retreat. At his option,
the defender may cause units defending in such terrain to retreat, but he is not obligated to do so.
Attacking units gain no benefit from such terrain and must retreat whenever they receive a result requiring
them to do so.

[9.0] ZONES OF CONTROL


Every ground unit possessing an un-parenthesized combat strength has a “zone of control” in the hex it
occupies and the six adjacent hexes. Parenthesized strength units only control the hex they occupy. A
friendly zone of control inhibits enemy movement and supply broadcast, and may also inhibit enemy
retreat after combat.
22 War Between the States

[9.1] Effect of Terrain on Zones of Control


A zone of control does not extend across any kind of river, all-sea, or mountain hexside, regardless of the
presence of roads, railroads, or ferry crossings.

[9.2] Effect of Forts and Fortresses


Units occupying a fort do not have a zone of control, not even in the hex they occupy. The fort and its
garrison are, however, presumed to control any city, road, and/or railroad in that hex. Enemy units may
freely enter and transit a fort hex, but they may not use road or rail movement through it (also see rule
[11.2]). Units on top of a fort do have a zone of control.
[9.3] Effect of Zones of Control on Combat
[9.31] A unit is not required to attack simply because it is in an enemy controlled hex. Attacking is always
voluntary.

[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.

[9.4] Effect on Supply Broadcast


Supply may not be broadcast by rail or ground path through an enemy controlled hex unless the hex is
occupied by a friendly ground combat unit.

[9.5] Naval Zone of Control


Ironclads, naval and river flotillas (warships) control the water portion of the hex or hexside they occupy.
Naval and river transports are ciphers and control nothing. The friendly player may not trace or broadcast
supply, or ferry ground units, through or across a hex or hexside containing an enemy warship. In other
words, an enemy warship owns the water in which it floats, and the friendly player may not use that water.
Transports may not embark or disembark or ferry in a hex, or across a hexside, containing an enemy
warship, regardless of the presence of friendly warships. Note that friendly and enemy ships may coexist
in the same water temporarily until occupation is settled during the Combat Phase.

[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]).

Naval Leaders are covered in optional rule [26.24].

[10.1] Command Span


When a leader is stacked directly on top of a headquarters unit, he is said to command that headquarters
and any combat units controlled by it (see section [16.0]). In addition, the leader may command other
combat units in the same or adjacent hexes, or subordinate leaders in the same or adjacent hexes, up to
the number of units not exceeding his “command span.”
The command span for each leader is defined by the player at the beginning of the movement phase,
prior to any initiative being distributed or rolled for. That command span holds for the duration of the
movement phase. Then, at the beginning of the combat phase, the player may make another statement of
command span, redefining who belongs to whom. Thus, a leader might move his corps and extra units A,
B and C during the movement phase, yet attack with his corps and extra units X, Y and Z during the
combat phase.

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.

[10.16] A corps commander may not extend command to another leader.

[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).

[10.2] Cavalry Leaders


Each player has several generals who are identified as “cavalry leaders” (Jeb, Phil, Nathan, etc.). Those
men (only) may command a cavalry corps at no loss in effectiveness. If a non-cavalry general commands
a cavalry corps, his initiative limit value, command span, and combat rating are each reduced by one
point. A cavalry leader can command an army, corps, or field army with no particular advantage or
disadvantage.

[10.3] Lone Leaders


Normally a leader is in command of a headquarters and combat units, and normally he moves with those
units (almost always with his headquarters), as in the example given in [6.42]. Leaders are, however,
given an intrinsic movement allowance of seven movement points. Leaders may be moved independently
War Between the States 25

of headquarters and combat units, paying terrain costs as though they were cavalry. Leaders may also
move independently by rail or water.

[10.31] Rail or Water Movement of Leaders


A leader counter represents the historic personage so named and a small personal staff. When traveling
alone by rail, they would use a special or normally scheduled passenger service, by water a swift dispatch
boat or small ship. In other words, they would not make a noticeable impact on a player’s rail or water
transport capacity. Therefore, they may move by rail just as though the player had allocated a rail
transport point for their use (but without actually having to do so). They may also move by water as
though the player had put a river or naval transport flotilla at their disposal (again, without the player
actually having to do so).

[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.

[11.0] NAVAL COMBAT


[11.1] Ship to Ship Combat
[11.11] A friendly naval unit entering a hex or hexside containing an enemy ironclad, river or naval flotilla
must stop. A friendly naval unit entering a hex or hexside containing only enemy transports is only
required to stop if it will engage the transports in combat during the combat phase. A friendly naval unit
may freely enter and leave a hex or hexside containing only enemy transports if no combat occurs. In the
subsequent combat phase, all the friendly naval units must attack all the enemy naval units in one combat
using the Naval Combat Results Table, with the total attacker’s combat strength expressed as a ratio to
total defender’s strength, with any fraction dropped in favor of the defender.

[11.12] Naval Combat Results Table (see separate sheet)

[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.

[11.2] Naval Units and Fortifications


[11.21] If a fortification is placed so the “x” (see Sample Counters) side of the counter aligns with a river
hexside, that fortification is considered to lie on the river, thereby restricting movement of enemy naval
units and prohibiting any enemy supply trace along the river.
26 War Between the States

[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.

[11.24] Naval Transit Combat Results Table (see separate sheet)

[11.3] Friendly Unit Support


Naval units stacked with friendly ground combat units may contribute to the defense of that hex against
enemy ground combat units. Naval units in that situation are subject to any combat result. If a naval unit is
risked in a fort assault or in a defensive support, it is exposed to complete destruction if the CRT calls for
the loss of even one point. Assume the Union player supports two 6-3 infantry divisions with two river
flotillas during a Confederate attack. The total defending strength is 32. The combat result calls for the
defense to lose three points. The Union player must apportion them among all participating units as
evenly as possible. The two 6-3s drop to 5-3s, but an entire river flotilla goes up in smoke, because it
must lose one point, and with naval units, it is all or nothing.

[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.

[12.1] Supply Maintenance Routine


[12.11] Every hex occupied by friendly ground combat units may or may not need supply. Each player
uses the Supply Consumption Table ([12.12]) to determine for each hex in turn its supply point
requirement. If supply is needed, the player may expend it from his general supply for those hexes (units)
lying on the chain of supply. If the units are not on the chain of supply, he must expend supply points
stacked with, or adjacent to, those “isolated” units. Any units in a hex he is unable to supply with the full
supply point amount needed are exposed to attrition (reduction in strength), for which the player uses the
Supply Attrition Table ([12.13]).
War Between the States 27

[12.12] Supply Consumption Table (see separate sheet)

[12.13] Supply Attrition Table (see separate sheet)

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.

[12.2] Combat Supply Routine


Having revealed and totaled the combat strengths of the units involved in a given battle, and having
selected and revealed the battle intensity chits, each player consults the Combat Supply Table ([12.24]),
rolling a die to determine if his units require supply. If they do, he must expend the required amount from
points available in the same or an adjacent hex to at least one of the units involved in the battle. Failure to
provide supply to units that need it means they fight “unsupplied.” The attacker may not call off an attack if
it is found that his units are unsupplied.

[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.

[12.24] Combat Supply Table (see separate sheet)

[13.0] FORTS AND FORTRESSES


Forts and fortresses are created (built) during the strategic turn. Upon completion and deployment on the
map, they offer advantages to a player’s units occupying them. Units are said to occupy a fort or fortress if
they are underneath the fort or fortress counter.

[13.1] Effect of Forts and Fortresses


[13.11] The strength of units defending in a fort or fortress is multiplied (see rules [13.31] and [13.32]).
Defenders are not required to retreat from an intact fort or fortress.

[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).

[13.2] Capacity of Forts and Fortresses


[13.21] A fort may effectively shelter up to 10 combat strength points. That is also the maximum number
of combat strength points that may be placed under a fort marker and said to be in occupation of, or
garrisoning, the fort.

[13.22] A fortress may shelter up to 100 combat strength points.

[13.23] A fort or fortress may shelter any number of supply points.

[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:

 Do nothing and let attrition eventually eliminate the garrison;


 Attack the fort during a normal combat phase (see rule [13.32]; or
 Wage siege against the fort, which is a special form of combat occurring only during the strategic turn.

[13.31] Siege Combat (Strategic Turn)


If a besieging player has a siege train present in the besieged hex, he may elect to bombard that fort or
fortress. A successful bombardment reduces the fort (see the Siege Bombardment Table). If he cannot or
does not elect to bombard, he may attack the fort or fortress with any besieging combat units. If he does
so, the fort garrison is doubled or tripled, depending on the existence of the fort or fortress marker, but the
attacker’s losses are not multiplied. Any terrain in the hex, except the fort itself, is ignored.

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.

[13.36] Siege Bombardment Table (see separate sheet)

[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.

[13.4] Destruction and Capture of Forts


During his fortification segment, a player may voluntarily destroy (remove from the map) any of the forts or
fortresses he owns that are not besieged. He may not destroy besieged forts. A fort is captured by the mechanism in
rule [13.15], or a fort is considered captured whenever its former position is finally taken at the conclusion of a
siege.

[14.0] ATTACK FROM MARCH


Attack from march combines characteristics of movement and combat. It occurs in the movement phase
during the course of movement of a force under the command of a leader. It permits units stacked with
and under the command of that leader to attack an enemy occupied hex in the path of movement of the
friendly stack.

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:

1. He uses the combat routine given in section [8.0],


2. Combat supply is not required for either defender or attacker, and
3. In addition to any other modifications, the total combat strength of the attacking units is halved, roun-
ding up any remainder to the next whole number (however, see rule [15.21]).

[14.1] Restriction on Attack from March


[14.11] Regardless of the initiative ratings of the opposing generals present, neither player may select a
battle intensity chit greater than one.

[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?”

[14.14] Leaderless units may not attack from march.

[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.

[14.2] Action After Attack from March


An attack from march may result in the defending units being required to retreat. If that occurs, the
attacking units may enter the vacated hex or remain in place. In any event, they may make no further
movement during that movement phase. Cavalry may retreat before combat (see rule [15.22]).

[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.

[15.1] Cavalry Corps and Subordination


Only cavalry units may exist under a cavalry corps HQ. Cavalry may not be part of (exist under) an army
corps HQ.

[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.

[15.2] Cavalry in Combat


[15.21] Cavalry units are not halved in combat strength when making an attack from march.
War Between the States 31

[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.

[15.23] Cavalry ignore the zones of control of infantry.

[16.0] HEADQUARTERS UNITS


Each player is provided with a mix of field army, army corps and cavalry corps HQ units. He may use
them, or not, as he sees fit (though the game is virtually unplayable if he does not use them). They are
collectively called “headquarters units.” They serve two main functions in the game:
 They represent on the map infantry or cavalry units assigned to them; and
 They amplify a leader’s command span.

[16.1] Headquarters Display


Each player has a headquarters display (or “roster”). On the display are boxes picturing each HQ unit.
Next to each HQ box is a slot labeled “Corps (or Army) Combat Units.” When not in use, HQ units are
placed in their boxes on the player’s display. When in use, HQ units are deployed on the map, and the
combat units assigned to such headquarters are put in the slot on the display next to the HQ box.

[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.

[16.14] Union Headquarters Display (see separate sheet)

[16.15] Confederate Headquarters Display (see separate sheet)


[16.16] A player may switch units from the HQ roster to the map at any time he wishes at no cost since,
for all purposes, the units are present on the map. Units can be assigned to a corps or assigned out of an
HQ at will. For example, a player has a corps with three weak divisions on its roster stacked in a hex with
three strong divisions. He could, at his pleasure, switch the three strong divisions onto the roster and put
the weak divisions on the map. By switching units around in such a way, a player alters the organization
of his army. Care must be taken such alterations do not conflict with the rules or permit any unit to act
illegally. For example, the player is moving a weak corps and moves into a hex containing strong
divisions. He could not switch units in the corps and continue moving the corps, since that would violate
various movement and command span rules.

[16.2] Size Limit of HQ with Combat Units


32 War Between the States

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.

[16.3] Field Army Supply


Each field army HQ has the ability to carry two supply points, for which there is a supply slot on the
display. Those supply points may be expended for combat supply or for general supply. They may be
replenished during the supply broadcast phase of the strategic turn or from an existing supply depot or
train during the course of a game turn.

[17.0] CHAIN OF SUPPLY


During the supply broadcast and consumption phase of each strategic turn, a player determines the
supply needs of all the forces he has deployed on the map. He may then expend supply to meet those
needs from his general supply pool for all units that lie on a chain of supply. A “chain of supply” is defined
as a continuous path of connecting hexes and hexsides stretching from the consuming unit back to some
military department. The path of a chain of supply may be composed of any number of functioning rail
hexes, navigable river hexsides, coastal hexes and all-sea hexes, plus other traversable hexes an infantry
unit could move through up to an expense of three movement points. In other words, the non-rail,
non-water portion of a chain of supply could consist of up to three clear terrain hexes, or six road hexes,
or one forest (or swamp) and two road hexes, or one forest (or swamp) and one clear hex, etc. The
Confederate player may trace supply via rail off the western edge of the map as if a department existed
off map.

[17.1] Tracing Supply Chains by Water


[17.11] To trace a supply chain’s path via a river hexside, a friendly river or naval transport flotilla must lie
in some river hexside on the path of river hexsides being used for the supply trace. (That shows the
player has boats plying the river.) The transport flotilla may not carry passengers in addition to serving to
validate a river supply path (it must be empty). The sole test is whether the boat is empty during the
strategic turn; it does not matter what it did on prior game turns.

[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

[17.2] Railroad Supply Paths


Every supply point shown to move along a railroad when being broadcast from a department to a
consuming unit causes the expenditure of a rail transport point, regardless of the length of the presumed
haul.
Note: Assuming there are alternatives, a player should always form his supply paths to take advantage of
water routes. If he uses a railroad to broadcast supply, it will reduce his rail capacity available for
movement of ground units.

[17.3] Resupplying Depots, Supply Trains and Field Army HQs


After all the troops have been fed (or not fed, as the case may be), a player may replenish his depots,
supply trains and army HQs via “supply broadcast.”

[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.

[17.4] Supply Trains


Each supply train has the capacity to carry up to 10 supply points. To show the points are loaded on the
train, place the train on top of the points. The train then carries the points until it unloads them.

[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.

[17.5] Supply Depots


Essentially, a supply depot is nothing more, and nothing less, than some number of supply points in a
hex.

[17.51] Creating a Supply Depot


34 War Between the States

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.

[17.52] Depot Capacity


A depot may contain up to 99 supply points. Each depot is numbered, and on the Depot Display there is a
numbered track for each depot. Supply points “on charge” in a depot are accounted for by adjusting the
depot’s supply level markers. Though not physically present, such points are considered “on map.”

[17.53] How a Depot Receives Supply Points


A depot may receive supply points during the supply broadcast and consumption phase of a strategic turn
(see rule [17.3]), or it may receive supply points from a supply train that transports them to it.

[17.54] How a Depot Dispenses Supply Points


A depot may dispense supply points during the supply broadcast and consumption phase to adjacent
consuming units (though that would be rare, since normally, if a consuming unit is adjacent to a depot, it
can also trace beyond the depot to a department.) A depot can dispense combat supply to adjacent units
(see section [12.0]), which means battle is occurring close to the depot. And last, a depot is where a
supply train would normally load up on supply points.

[17.55] Eliminating a Depot


During the supply broadcast phase of a strategic turn, the player may eliminate a depot by removing it
from the map. Any supply points “on charge” at the depot may be reverse-broadcast into his general
supply level (assuming the depot is located on a water or railroad route chaining back to a department), or
eliminated (wiping clean the depot supply track). The player may then return the two strength point
garrison to the map. A depot may also be destroyed, along with all supply on hand there, following the
combat phase of a player’s game turn, also returning the two strength point garrison to the map.
Presumably, a player would only do that to prevent it from falling into enemy hands. Lastly, a depot may
be destroyed by enemy attack. Should the enemy capture a hex containing a depot, or reduce its garrison
below two points, the depot is considered destroyed. An enemy player capturing a supply depot hex may
also decide whether to destroy any supply points in the hex or leave them there for later use.

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.

[17.56] Union Supply Display (see separate sheet)

[17.57] Confederate Supply Display (see separate sheet)


Chain of Supply Example

Tinted units are Confederate units.

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.

[18.1] The Rail Net


Players use railhead markers to designate the limits of their usable rail net. During a movement phase,
when a player’s ground combat unit moves from an existing friendly railhead marker and travels
continuously down a path of intact rail hexes, that unit extends that player’s rail net, and the player’s
railhead marker is moved accordingly to show the expansion. At the same time, enemy railhead markers
are moved as necessary to reflect the change in the enemy’s rail net status. A railhead marker shows the
end of a usable rail net. Any rail hex lying within the rail net may be thought of as a railhead.

[18.2] Destroying Railroads


During his movement phase, a player may elect to destroy rail hexes occupied by his ground combat
units. To do so, he states: “I am using this unit to destroy the underlying railroad.” Whereupon he places a
rail junction/rail cut marker to note the destruction.

[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.

[18.3] Rail Repair


36 War Between the States

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.

[18.4] The B&O Railroad


The Baltimore and Ohio Railroad runs from Baltimore through Harper’s Ferry to Grafton and then splits,
one branch running to Parkersburg and the other to Wheeling. At the beginning of the game all of that
railroad, including the part of it in Virginia, is possessed by the Union player.

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.

[18.5] Kentucky Railroads


The railroads in Kentucky may be used by both players to broadcast supply while that state remains
neutral. Players may even broadcast over the same line in the same strategic turn. Neither player may
transport troops over Kentucky railroads while Kentucky remains neutral. When Kentucky’s neutrality is
ended, there is a two third chance its railroads will fall into the possession of (become part of the rail net
of) the Union player, and a one third chance they will deed to the Confederate player. Roll a die to see
who gets them.

[18.6] Missouri Railroads


Missouri railroads may be used by both players to broadcast supply and move troops as long as Missouri
is neutral. (That is correct; Missouri can remain neutral even though both players have forces inside the
state.) When the state’s neutrality ends, the railroads automatically fall to the possession of the Union
player regardless of the allegiance of Missouri.

Rail Net Status Example

Tinted units are Confederate units.

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

[19.1] How the Game is Played


War Between the States can be played either as a campaign game—beginning with the outbreak of
organized warfare in 1861, with play continuing until one side or the other wins—or as one of six
scenarios. The campaign game uses the complete package of rules and thus includes the production
phase of the strategic turn. The campaign game simulates the entire course of the war and, by its very
nature, can take a varying length of time to complete, ending as it does when one side or the other wins.
The scenarios, on the other hand, are more limited engagements, restricted in the number of game turns
to be played, restricted in the rules applied (the production phase is not used), limited with respect to
forces and area of play (only one or at most two maps are used), and with limited objectives to determine
the victor.

[19.2] Force Deployment


There are four deployments listed in the On-Map Deployment (separate sheet) — one for each year:
1861, 1862, 1863, and 1864. The 1861 deployment is used to start the campaign game. The other
deployments are used in the appropriate scenarios.

[19.3] Scenario Format


[19.31] Map to be Used
 Eastern scenarios are always played on map C.
 Western scenarios are played on the combined surfaces of maps A and B. It is possible to play
“Scenario West 62” on map A alone, and “Scenario West 64” on map B alone, in that the objectives
and the majority of forces available to either player are located on those maps, if the players can
imagine the existence of the other map forces.

[19.32] Forces Available and Initial Set-Up


Each player deploys his own forces according to the listing of the on-map deployment section for the map
or maps in play for the chosen scenario. For example, if the scenario chosen is “East 1863,” both players
would refer to the 1863 deployment and locate all units, leaders, markers, etc., listed for map C hexes
(listings for maps A and B would be ignored), and place them in the hexes indicated.

[19.33] Scenario Lengths


The number of game turns for each scenario will be stated. That limit is also shown on the Game Turn
Record Track.

[19.34] Special Rules and Restrictions


Any special rules and restrictions pertaining to a scenario will be detailed in this section.
 The production phase of the strategic turn is not used in playing a scenario. The effects of production
are simulated by providing the player with reinforcements at the conclusion of each fourth, eighth,
12th, etc., game turn, which he then deploys, as noted on the Turn Record, at the beginning of the
following player turn.
 The political Interaction phase is not used in the scenarios. Rather, specific victory conditions are
noted (see rule [19.36] and the scenarios themselves).
38 War Between the States

 The siege phase is used and may be conducted at the conclusion of every fourth, eighth, 12th, etc.,
game turn.

[19.35] Initiative Pool Composition


The initiative pools for each scenario are as follows:

Scenario Pool Composition


West 1862 0, (1), 2, 3
East 1862 0, 1, (2), 3
West 1863 2, (3), 4
East 1863 1, (2), 3
West 1864 2, (3), 4, 5
East 1864 1, 2, (3), 4

Note: See rule [26.3].

[19.36] Victory Conditions


Here the objectives for each player in the scenario are described and their values in victory points are
assessed. In brief, this section tells the player how he can win the scenario. In some scenarios, the
Confederate player receives victory points for being in control of or adjacent to Union cities or towns.
Those points are awarded only for cities and towns actually in Union states, not for cities and towns in
Confederate territory held by the Union.

[19.37] Scenario Supply


Each player receives various depots, supply trains, and supply points located on map as part of his initial
deployment. That is his total allocation of on-map supply points for the entire scenario. It is all he gets. At
the conclusion of each fourth, eighth, twelfth, etc., game turn, and before starting the fifth, ninth, etc.,
game turn, each player will perform a supply routine as if he has a general supply level sufficient to
broadcast supply to all units in the field. In other words, those units that trace a supply chain back to a
friendly department are considered supplied. Those that cannot do so must subsist with on-map supply or
suffer attrition.

[19.38] Scenario Rail Capacity


Unlike the campaign game, in a scenario each player’s rail capacity is constant per game turn throughout
the scenario, according to the following chart:

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

[19.4] SCENARIO WEST 1862


[19.41] Use maps A and B.

[19.42] Use forces for maps A and B under 1862 Deployment (see separate sheet).
War Between the States 39

[19.43] Scenario length is 18 game turns.

[19.44] Special Rules and Restrictions


Union Army and Army Corps Formation
At the beginning of Game Turn 5, the Union player may create an army corps and, if he does, he must
place Buell in command of it. At the beginning of Game Turn 9, the Union player must create an army in
the same hex as Grant. Grant may not, however, command that army; only Halleck may command it.

Confederate Army and Army Corps Formation


At the beginning of Game Turn 5, the Confederate player may create an army in the same hex with A.
Johnston, who must command it. At the beginning of Game Turn 9, the Confederate player may create
three army corps in any hexes with existing leaders to whom command may be distributed (suggest Polk,
Hardee and Bragg).

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.

[19.45] Victory Conditions


Union immediate objectives in this campaign were to secure the states of Missouri and Kentucky, with the
hope ultimately of opening the Mississippi River to Union use and control. The Confederate objectives
were to hold what they had and, above all, to maintain control of the Mississippi. As it turned out, the
Union discovered a winner in Grant, who shattered the center of the Confederate front at Fort Donelson
and masterminded a campaign that cost the South middle and western Tennessee.

Union Victory Points


The Union player is awarded victory points for controlling the following localities at the conclusion of the
scenario, if at that time he can demonstrate a supply chain from them leading to a Union department.

 New Madrid (A3201) 1 point


 Columbus (A3221) 2 points
 Bowling Green (A4420) 3 points
 Nashville (A4825) 25 points
 Memphis (A2828/B2802) 25 points
 Chattanooga (A5130/B5104) 50 points
 Vicksburg (B2317) 100 points

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

Confederate Victory Points


The Confederate player is awarded victory points for controlling the following localities at the conclusion
of the scenario, if at that time he can demonstrate a supply chain leading from them to any unbesieged
department.

 Columbus (A3221) 10 points


 Bowling Green (A4420) 15 points
 Nashville (A4825) 20 points
 Memphis (A2828) 25 points

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.

[19.5] SCENARIO EAST 1862


[19.51] Use map C.

[19.52] Use Forces given for map C under the 1862 Deployment (see separate sheet).

[19.53] Scenario length is 22 game turns.

[19.54] Special Rules and Restrictions


Union Army Corps Formation
At the beginning of Game Turn 5, the Union player may create four army corps, placing them in the same
hex as the army of the Potomac Headquarters. At the same time, combat units in that hex may be
distributed among those corps and existing leaders assigned as corps commanders. At the beginning of
Game Turn 16, the Union player may create two more army corps, placing them in the same hex as the
Army Of the Potomac HQ, and at the same time Porter and Franklin may be put in play as new corps
commanders.

Confederate Corps Formation


At the beginning of Game Turn 3, the Confederate player may create one army corps in the same hex as
Jackson, who presumably will command it. On Game Turn 7, a second army corps may be created in the
same hex as the Army of N. Virginia HQ, with any existing leader assigned to command it.

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

[19.55] Victory Conditions


The objective of the Union in this campaign was nothing less than the capture of Richmond, presumably
with the coincidental destruction of the main rebel army in the process. Historically, of course, neither of
those objectives was realized. On the contrary, the main Union forces were defeated at the gates of
Richmond.

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.

Union Victory Points


The Union player is awarded victory points if he controls the following localities at the conclusion of the
scenario.
 Morehead City (C3029) 5 points
 New Bern (C2828) 10 points
 Norfolk (C31I9) 15 points
 Lynchburg (C1717) 20 points
 Richmond (C2516) 100 points

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.

Confederate Victory Points


The Confederate player is awarded victory points if he controls the following localities at the conclusion of
the scenario.

 Harper’s Ferry (C2206) 25 points


 Fortress Monroe (C3118) 50 points
 Wilmington (C2533) 5 points
 Charleston (C1640) 5 points
 Savannah (C1044) 5 points

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.

[19.6] SCENARIO WEST 1863


[19.61] Use maps A and B.

[19.62] Use forces given for maps A and B under 1863 Deployment (see separate sheet).

[19.63] Scenario length is 20 game turns.

[19.64] Special Rules and Restrictions


Union Siege of Vicksburg, Port Hudson
Union forces that start the scenario within five hexes of Port Hudson and Vicksburg, respectively, may not
move more than five hexes away from those points until they are captured by the Union. Confederate
forces that begin the scenario in the state of Mississippi may not leave it until after Vicksburg falls to the
Union.

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.

After Vicksburg Falls


Union forces in the states of Arkansas, Louisiana and Mississippi at the time of the fall of Vicksburg may
not leave those states until Game Turn 17.

[19.65] Victory Conditions


The Union objectives in the west were to secure the Mississippi Valley via the reduction of Vicksburg and
Port Hudson, capture Little Rock, open the gates to Atlanta and secure Knoxville. Confederate objectives
were to relieve Vicksburg (a forlorn hope) or, failing that, limit Union advances as much as possible.

Union Victory Points


The Union player is awarded victory points if he controls the following localities at the end of the scenario,
provided he can demonstrate a supply chain leading from them to a Union department.

 Vicksburg (B2317) 10 points


 P. Hudson (B2125) 10 points
 Knoxville (A5624) 15 points
 Chattanooga (A5130/B5104) 25 points
 Little Rock (B1705) 10 points
 Atlanta (B5410) 50 points
 Mobile (B3625) 25 points

In addition to the above, the Union player receives one victory point for each Confederate strength point
eliminated over the course of the scenario.

Confederate Victory Points


The Confederate player is awarded victory points if he controls the following localities at the end of the
scenario conclusion, provided an intact rail tine leads from the locality to the eastern map edge (must be
free of cuts and Union units).
War Between the States 43

 Knoxville (A5624) 15 points


 Chattanooga (A5130/B5104) 15 points

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.

[19.7] SCENARIO EAST 1863


[19.71] Use map C.

[19.72] Use forces given for map C under 1863 Deployment (see separate sheet).

[19.73] Scenario length is eight game turns.

[19.74] Special Rules and Restrictions


Hooker Replaced
At the beginning of Game Turn 5, Meade replaces Hooker in command of the Army of the Potomac.
Sykes is placed in command of V Army Corps. (Hooker is then no longer in the scenario.)

Union Movement Restriction


Union units and leaders that begin the scenario on or north of the xx12 hex row may not move south of
there at any time during the scenario. (Hooker wanted to pounce on Richmond as soon as he figured out
Lee was moving north around his flank. Lincoln quashed that idea because he had faith in Lee’s ability to
leap on Washington before Hooker could grab Richmond.) The Union movement restriction holds true as
long as R. E. Lee remains above the xx12 hex row.

[19.75] Victory Conditions


Faced with the imminent fall of Vicksburg in the west, and confident of his superiority over the recently
embarrassed (at Chancellorsville) Army of the Potomac, Lee decided to launch an offensive into the
North. His objective was apparently to run amok in Maryland and Pennsylvania, drawing the Army of the
Potomac into battle, hoping to win big and thereby threaten Washington, Baltimore, etc., so Grant would
be pulled away from Vicksburg with a large force to relieve the East. The plan did not work.

Confederate Victory Points


The Confederate player receives victory points for controlling the following localities at the conclusion of
the scenario, if he has supply points in the locality. (Which probably means a supply train would have to
have moved into one of these towns sometime during the course of play.)

 Philadelphia (C3401), Baltimore


(C2806), or Washington
(C2608) 200 points
44 War Between the States

 Any other Union city 20 points


 Any initial Union fort hex 30 points

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.

Union Victory Points


The Union player receives victory points for controlling the following localities at the end of the scenario.

 Charlestown (C1640) 50 points


 Richmond (C2516) 200 points

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.

[19.8] SCENARIO WEST 1864


[19.81] Use maps A and B.

[19.82] Use forces for maps A and B under 1864 Deployment (see separate sheet).

[19.83] Scenario length is 24 game turns.

[19.84] Special Rules and Restrictions


Red River Campaign
Union forces located in Mississippi, Louisiana and Arkansas may not leave that three-state area until
Shreveport is captured or until Game Turn 7, whichever comes first.

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.

[19.85] Victory Conditions


The Union objectives in the West were, first, the destruction of the main Confederate armies (Johnston’s
and Polk’s), to be coincidentally realized with the captures of Atlanta and Mobile, it being felt the
Confederates would have to fight to defend those vital positions. Prior to the main campaign, however,
Lincoln and Halleck had planned operations in the Trans-Mississippi, opening the way to the Texas
interior and indirectly influencing the French in Mexico to curtail their operations. The Confederate
objectives were to hold on and deny the Yankees a significant victory, preserving their armies and
retaining Atlanta at all costs, and hopefully Mobile. They felt the Northern electorate would vote Lincoln
out in November if no dramatic event occurred by then.

Union Victory Points


The Union player is awarded victory points if he controls the following localities at the end of the scenario:

 Shreveport (80815) 5 points


 Mobile (B3625) 10 points
 Atlanta (B5410) 25 points

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.

Confederate Victory Points


The Confederate player is awarded victory points if he controls the following localities unbesieged at the
end of the scenario:

 Shreveport (B0815) 10 points


 Mobile (83625) 20 points
 Atlanta (B5410) 50 points

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.

[19.9] SCENARIO EAST 1864


[19.91] Use map C.

[19.92] Use forces for map C under 1864 Deployment (see separate sheet).

[19.93] Scenario length is 16 game turns.

[19.94] Special Rules and Restrictions


Weather
The first four game turns are winter. Supply trains are restricted to roads. Units can only cross rivers at
roads and by river transport ferry.

[19.95] Victory Conditions


Grant’s objective was to threaten Richmond, forcing Lee to fight him, fight him, fight him. If, in the
process, he could destroy Lee’s army, fine; if he could take Richmond, so much the better - but above all
he wanted to deprive Lee of freedom of action and prevent him from sending reinforcement to Johnston at
Atlanta.

As in the west, the Confederate objective was to preserve as much as they could of what they had,
preventing significant Union success.

Union Victory Points


The Union player is awarded victory points if he controls the following localities at the end of the scenario.

 Savannah (C1044) 10 points


 Charleston (C1640) 15 points
 Wilmington (C2533) 15 points
 Goldsboro (C2426) 15 points
 Petersburg (C2518) 20 points
 Richmond (C2516) 100 points

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.

Confederate Victory Points


The Confederate player is awarded 25 victory points if he controls Richmond at the end of the scenario,
provided he can trace a rail line, uncut and free of Union units, leading from Richmond to any
non-Virginian Confederate town.

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.

[20.0] CAMPAIGN GAME


COMMENTARY: the campaign game simulates the entire course of the American Civil War, beginning
with its outbreak in 1861 to its conclusion — whenever one side manages to meet the victory conditions.

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].

[21.0] PRODUCTION PHASE (Campaign Game)


The production phase of the strategic turn consists of the following segments:

1. Supply Point Generation Segment


Each player calculates the number of supply points generated this turn and adds that amount to his
general supply pool.

2. New Unit Initiation Segment


Each player creates new units, expending personnel points and supply points in the process, and places
the newly created units on his Production Spiral.

3. Existing Unit Augmentation Segment


Each player may take existing units from the map, expend personnel and supply points, adding strength
to them and placing them on his Production Spiral.

4. Produced Unit Deployment Segment


Each player removes produced units from his Production Spiral and deploys them on the map.

5. Brigade Merge Segment


48 War Between the States

If they wish, the players may merge brigades of infantry and cavalry with existing infantry and cavalry
divisions.

6. Fort Construction and Deployment Segment


Both players may attempt to create and deploy forts and/or fortresses.

7. Department Deployment Segment


Players may deploy a new military department and relocate an existing department.

8. Headquarters Deployment Segment


New field army, army corps and cavalry corps may be deployed.

9. Leader Pick Segment


New leaders are picked blindly from the existing pool of leaders not in use.

10. Confederate Replacement Segment


The Confederate player may apply the special rule permitting him to amalgamate garrison points with
infantry divisions.

11. Militia Demobilization


Militia is demobilized (returned to unused units). Also, partisan units may be activated concurrently.

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.

[21.1] The Production Spiral


The Production Spiral is a compact display permitting one-step production decisions. It is divided into 13
slices and 13 spiral arms emanating from a center circle. Each Spiral arm is composed of five slots
(formed as a result of the intersection of slices and spiral arms), and each slot is located in a slice
progressively farther away from the center. Viewing time as progressing clockwise from slice to slice, the
display is a form of clock to record the passage of strategic cycles (13 of which compose a full year).
Each slot on any given spiral arm has pictures of various types of units within it. During the course of the
production stage of a given strategic turn, a player will have occasion to create new units, placing them as
he does so in the appropriately pictured slot of the spiral arm emanating from the turn in progress. That
placement has the effect of positioning the units ahead in time. Then, with the passage of one or more
cycles, time will advance to a slice containing units placed during prior production stages. Those units are
then available to be deployed onto the map.

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

[21.2] Union Supply Point Generation


The Strategic Cycle Turn Record Track lists a stated number of supply points the Union player receives
on a given cycle. The Union player also gets the same allotment as the Confederate player per each non-
Union city or town (that is, each city or town originally Confederate or neutral) that he controls and from
which he can trace an uncut rail line leading off the northern edge of the map. The Union player receives
the same number of supply points per Southern city as the Confederate player would receive.

[21.3] Confederate Supply Point Generation


The Confederate player receives supply points from three sources:

 Confederate major cities


 Confederate sea ports
 Confederate towns in rail contact with one of the major cities.

[21.31] Confederate Major Cities


The cities of Atlanta, Memphis, Nashville, New Orleans, and Richmond are the framework of the Southern
economy. On their own, held by the Confederate player, they produce varying amounts of supply points
each cycle as shown on Schedule [21.35]. Additionally, they are the touchstone by which the Confederate
player judges whether his seaports and other towns contribute Supply.

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 effects of being besieged include:

 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.

[21.32] Confederate Cities and Towns


The Confederate town supply multiple number is printed for each cycle on the Cycle Record Track. That
is the number of supply points each eligible Confederate town contributes to the Confederate general
supply during a Strategic Turn. To be eligible to contribute, the Confederate player must be able to trace
an uncut rail line from a town in question to a major Confederate city. The path must be free of Union
units. Chart [21.34] (see separate sheet) lists every Confederate town that can possibly meet this
criterion, including towns in Kentucky considered Confederate if that state is Confederate.

[21.33] Confederate Seaports


Printed on the Cycle Record Track for each cycle is the Confederate import multiple number. That is the
number of supply points each functioning Confederate seaport adds to the Confederate general supply
during the strategic turn of a cycle. A functioning seaport is defined as any Confederate city lying in a
coastal hex that can trace a rail line to a major Confederate city and is not being successfully blockaded.
The rail line trace must be uncut and free of Union units; see section [24.0].

[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)

[21.4] Existing Unit Augmentation


During this segment of the production phase, a player may remove an existing infantry or cavalry division
from the map, exchange it for a new unit of higher strength, and place that new unit ahead on the
Production Spiral. The unit removed must be located on an unbesieged department at the time it is
removed. No more than one division per department per strategic turn may be removed. In effect, this
process simulates sending a veteran unit home to recruit and train replacements. In terms of personnel
point costs, this is the cheapest way to gain strength.

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.

[21.5] Militia and Garrison Conversion


During the new unit initiation segment, existing militia and garrison units on an unbesieged department
may be converted into infantry divisions. To do so, the player removes the militia or garrison unit, expends
the proper amount of supply and personnel points for the conversion privilege, and in effect creates new
infantry divisions of a strength equal to the militia or garrison points he removed, placing those divisions
ahead in time on the Production Spiral. Militia and garrison units may not be both converted to infantry
divisions and augmented to a stronger division in the same event.

Clarification: Militia converts on a one for one basis as individual units while garrison units convert as
points (See Rule [3.25]).

[21.6] Where Newly Produced Units Deploy


[21.61] Union Deployment
Union ground combat units, supply trains, rail repair units and siege trains may only be placed on a hex
containing a Union department from which the Union player is able to trace a continuous path of rail
hexes (uncut and unoccupied by Confederate units) leading off the north edge of the map. To allow
deployment, the Union department must be unbesieged.

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.

[21.62] Confederate Deployment


Confederate ground combat units, supply trains and rail repair units may only be placed on a hex
containing a Confederate department. The department must be unbesieged, and the Confederate player
must be able to trace a path of rail and/or road hexes leading from it to one of the five major Confederate
cities or off the western map edge on or south of hex B0109. That path must be free of Union units. The
rail portion may be cut or uncut and, for purposes of this trace, the road portion is considered to cross
rivers at ferry points.
52 War Between the States

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.

[21.7] Production of Ironclads


[21.71] Confederate
When a Confederate ironclad comes off the Production Spiral it is placed as noted in rule [21.62];
however, it is placed face down signifying construction is not finished. On every strategic turn thereafter,
the Confederate player should roll the die once for each ironclad, until at some time he rolls a one. When
he rolls a one, he may flip the subject ironclad face up, signifying that it is completed and available for
use. While facedown, an ironclad merely exists for the future. It has no value in the game. Uncompleted
Ironclads are destroyed if the base or city in which they are being constructed is captured by Union
ground troops.

[21.72] Union
The process is the same as for Confederate ironclads, except the die roll range for completion is one or
two.

[21.8] Base Deployment


[21.81] Union
Union naval bases are produced instantaneously (no time delay) upon expenditure of the necessary
personnel and supply points. They may be immediately deployed on any coastal hex occupied by five or
more Union infantry points. The Union player may also build naval bases on the Mississippi.

[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.

[21.9] Production Costs


[21.91] Union Production Cost Chart (see separate sheet)

[21.92] Confederate Production Cost Chart (see separate sheet)

[21.93] Union Production Spiral (see separate sheet)

[21.94] Confederate Production Spiral (see separate sheet)


War Between the States 53

[21.10] Campaign Game Additional Rules

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.

[22.0] ADDITIONAL PRODUCTION PHASE EVENTS (Campaign Game)


[22.1] Military Departments
Military Departments are the administrative and logistical framework of the player’s armed forces. They
have zero strength and no normal movement ability. Instead, their position establishes the lines of supply
to combat forces and regulates the arrival and departure of reinforcements, new units, conversions, etc.
Each player begins the game with a limited number of departments in place on the map. Thereafter,
during the department deployment segment of the strategic turns of certain specified cycles, a player may
deploy new departments, and/or relocate old departments, on the map. All things being equal, the more
departments a player has the more flexibility he will have in play.

[22.11] Department Deployment


Whenever the Cycle Record Track signifies, the player may deploy one new department onto the map or
relocate an existing department into a new hex.

[22.12] Restrictions on Union Departments


Union departments can only deploy in city hexes, which must also be in rail and/or water communications
with the north edge of the map. (The path must be uncut and free of Confederate units). No more than
one department may be located within the same state at the same time. Washington, DC, is a state for
purposes of this rule. No department may deploy in a Confederate state unless every city in that state is
occupied by Union ground units. St Louis is a special case for the Union. A Union military department may
be placed for Missouri in St. Louis even if all other cities have not been occupied.

[22.13] Restrictions on Confederate Departments


A Confederate department may deploy in any Confederate city unoccupied by Union units. No more than
one department may be located in any one state. No more than one department may be located west of
the Mississippi River.

[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.

[22.2] Creation of Headquarters Units


Headquarters are created during the headquarters creation segment of the production phase of strategic
turns designated on the Cycle Record Track. During 1861, 1862 and part of 1863, this creation is subject
to a luck factor. Starting with the 9/63 Cycle, players may freely create headquarters each strategic turn
up to the counter mix limits.
54 War Between the States

[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.

[22.3] Brigade Merge


During this segment of the production phase, a player may merge one brigade with one division of the
same type if they exist in the same hex. For example, say three Union 4-3 infantry divisions are stacked in
hex C2804 with four 2-3 infantry brigades. The Union player could, if he wished, combine three of the
brigades with the three divisions, yielding a force in the hex of three 6-3-divisions and one 2-3 brigade.
Note this is the only time in the course of a cycle a brigade can be integrated or combined into an infantry
division.

[22.4] Fort Construction


Forts are created and deployed during the fortification segment of the production phase. Any hex may be
fortified if it contains at least three friendly ground combat strength points and is not occupied by an
enemy ground combat unit. The constructing player expends at least a minimum number of supply points
in constructing the fort. The procedure is as follows.

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).

[22.41] Where the Supply for Construction Originates


If the potential fort site is in a hex from which the occupying combat units could draw on general supply
for their own supply (see section [12.0]), the constructing player may expend supply points from his
general supply to construct the fort. If, however, the hex does not lie on a path traceable to general
supply, the supply points for construction must come from points existing on the potential fort site.

[22.42] Construction Restrictions


A player may attempt to construct any number of forts each strategic turn, up to his counter mix limit. The
limit is one fort per hex.

[22.43] Fortress Construction


War Between the States 55

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.

[22.45] Demolishing Fortifications


At the start of the fortification segment the owning player may remove existing fortifications from the map.
Presumably, the only reasons to do so are to:

 Prevent their falling into hostile hands and


 Recover markers needed elsewhere.

There are no other benefits.

[22.46] Fort/Fortress Construction Table (see separate sheet)

[22.5] Leader Pick, Promotion, Demotion, and Parole


On any given strategic turn, one player or the other blindly picks either one or more leaders from his
leader pool (all unused leaders) according to the notation on the Cycle Record Track.

[22.51] Deployment of Newly Picked Leaders


A newly selected leader must be placed:

1. In command of an existing army or corps headquarters; or


2. On a department

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.

[22.52] Promotion/Demotion of Leaders


During this segment, a player may:

 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

1. Replacement by a newly picked leader;


2. Replacement by an existing leader;
3. Killed in combat, vacating command; or
4. Moves away from his command during the progress of the game, leaving the command vacant.

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.

[22.54] Historic Leader Pools


This is really optional, but if players agree to this rule, they add Leaders to the pool according to their
historical availability.

CONFEDERATE POOL

Initial Pool: Hardee, A.S. Johnston, Van Dorn, Stuart, Jackson, Longstreet, Bragg, Huger

Add to Pool 1/62: Lee, D. Hill, A. Hill, Floyd, Breckenridge, Hindman

2/62 Buchanan (naval leader) enters game.

Add to Pool 7/62: Buckner, Wheeler, Forrest, Holmes, Smith, Taylor

Add to Pool 1/63: Ewell, Pemberton, Gardner

Add to Pool 6/63: Hood, Walker

Add to Pool 11/63: S. D. Lee, Hampton, Stewart, Early

Add to Pool 6/64: Gordon, Cleburne, Cheatham

UNION POOL

Initial Pool: Halleck, Buell, Burnside, Banks

Add to Pool 12/61: Grant, Sumner, Keyes, Curtis, Franklin, Porter, Pope, Heintzelman

13/61- Farragut (naval leader) enters game.

Add to Pool 5/62: Rosecrans, Crittenden, Reynolds, Hooker, McCook, Pleasonton


War Between the States 57

Add to Pool 10/62: McClernand, Sherman, Sedgewick, McPherson, Meade, Thomas, Slocum, Couch,
Stoneman

Add to Pool 1/63: Sickles, Howard

Add to Pool 5/63: Ord, Granger, Hancock, Sykes

7/63- Dahlgen (naval leader) enters game.

Add to Pool 8/63: Warren, Steale

Add to Pool 1/64: Smith, Wright, Schofield, Sheridan

Add to Pool 11 /64: Wilson

[22.6] Militia Demobilization


During any cycle marked with a “Militia Dmb,” a player’s militia force is exposed to demobilization. On a
cycle so marked, the player rolls a die. If he rolls a one or two, he must immediately eliminate 50 percent
of his militia on the map, losing any fraction as a full point. The player may choose where to eliminate
points.

[22.7] Special Confederate Replacement Rule


During this segment of the production phase, the Confederate player may merge garrison points with
existing infantry divisions, at the maximum rate of two garrison points being added to each infantry
division. The infantry divisions and the garrison points must be stacked in the same hex. For example,
assume the Confederate player had four infantry divisions, each with a strength of three, in the same hex
with 10 garrison points. He could, if he wished, exchange the four infantry 3 -3s for four 5-3s and reduce
the garrison strength to two points. Note that, unlike unit augmentation or conversion, there are no
personnel or supply points expended in this process, and it occurs instantaneously. This rule may only be
applied after 1862.

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.

[23.0] PERSONNEL POINTS (Campaign Game)


Between the attack on Fort Sumter and the time this game begins, both the Confederate and Union
governments called for hundreds of thousands of volunteers to enlist and fight the war. The response was
enthusiastic, and most state quotas were over-fulfilled. The result of that initial call up is built into the
starting forces available to both players, the forces in production, and the initial schedule of personnel
points available to the players in the first few cycles. Once the call up dwindles to the minimum personnel
point rate per cycle, a player must either live with that minimum or make another call up on his nation.
The next call up can be either a volunteer call or a draft round. Either will produce a given number of
personnel points over a period of cycles, but either choice gives the player’s opponent political points.

[23.1] Personnel Point Display


Each player has a Personnel Point Display composed of several tracks. The top track on the display is
labeled the “Initial Volunteer Call,” and is composed of a series of boxes, each containing a definite cycle
date and a specific number. The tracks underneath this display are labeled in order: “Second Volunteer
Call,” “Third and successive Volunteer Calls,” “First Draft,” “Second Draft,” “Third and Successive Drafts.”
58 War Between the States

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.

[23.11] Union Personnel Point Call Display (see separate sheet)

[23.12] Confederate Personnel Point Call Display (see separate sheet)

[23.2] How the Display Works


The top “Initial Call” track has specific dates in each box. The first box, labeled “0/7/61,” contains the
number of personnel points available to the player on the strategic turn of that cycle. In other words, the
Union player has 100 points available to him at the beginning of the game with which to execute his first
cycle’s production. There are lesser amounts on each successive cycle until Cycle 0/13/61 is reached.
That last box in the top track is labeled “minimum,” and represents the number of personnel points the
player receives on the 0/13/61 Cycle, and all succeeding cycles until such time as the player declares a
new call or draft.

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.

[23.3] Using Personnel Points in Production


During the production phase of a given strategic turn, a player may use all, some or none of the personnel
points available to him that cycle, expending them in the production, augmentation and conversion of
units.

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.

[23.4] Manpower Progression


Once a player resorts to the draft (presumably because he needs that big shot of manpower offered in the
first draft call), he may no longer resort to volunteer calls.

[24.0] BLOCKADE (Campaign Game)


During the war, Confederate seaports were subjected to Union naval blockade. In its most basic form, that
comprised stationing warships on patrol off the entrance of each port blockaded. The warships would stop
and search each vessel entering or leaving port for contraband, the list of which grew to encompass every
useful commodity or manufacture. All things being equal, the effectiveness of the blockade depended on
the number of blockading ships, their ability to find and intercept vessels, the skill and quality of the block-
ade runners, and the nature of the port. In the early years of the war, the Union lacked numbers of
suitable ships, and almost any kind of vessel stood a reasonable chance of running the blockade. As the
war progressed and the number of seaports blockaded dwindled, the number of blockaders at any port
increased as did their quality. Blockade running then became a chancy business. Still, in the days before
War Between the States 59

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.

[24.1] Characteristics of Southern Ports


Norfolk has access to the sea through hex C3118 and through the gap C3217/C3218. An occupied Union
fort or fortress on hex C3118 means Norfolk is automatically blockaded and may not import supply. Since
the Union player starts the war in occupation of Fortress Monroe (C3118), and is unlikely to abandon or
lose that position, Norfolk is effectively blockaded from the start.

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.

Charleston: Union occupation of Fort Sumter 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.

[24.2] Ship Blockade


A seaport is blockaded for a given strategic turn if:

 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.

[24.21] Blockade Routine


The Union player totals the number of naval flotilla units within two hexes of the port in question and rolls
a die, consulting the Blockade Table. The result is either a successful blockade — meaning the
Confederate player may not import supply points through that port during that strategic turn — or the
60 War Between the States

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.

[24.22] Blockade Table (see separate sheet)

[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.

[25.0] VICTORY (Campaign Game)


There are two types of victory: “Player Victory” and “Historical Victory.” Either one concludes the game. A
player victory is won by a player successfully appealing to the Political Events Matrix. Historical victory is
determined by one criterion.

[25.1] Historical Victory


If, at any time, the Union player occupies all five major Confederate cities simultaneously prior to the
conclusion of the Game Turn 200, he wins. If such a condition is not met, the Southern player wins the
war, provided victory has not already been determined on the Political Events Matrix.

[25.2] Player Victory


Generally, the chance of a player succeeding in a political events appeal increases with the number of
political points he has in relation to the number his opponent has.

[25.3] Political Point Awards


[25.31] Union Player
The Union player receives political points for achieving the following results:

The following awards are made only once per game:

 The first time the Union destroys or captures a Confederate fort: one point (see rule [25.33]).

 Occupy the following cities:


 Nashville: 1 point
 Memphis: 2 points
 New Orleans: 3 points
 Atlanta: 4 points
 Richmond: 10 points

The following awards are made as they occur.

 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

[25.32] Confederate Player


The Confederate Player receives political points for achieving the following results:

The following awards are made only once per game:

 The first time the Confederacy destroys or captures a Union fort: one point (see rule [25.33]).

 Occupy the following cities:


 Washington: 50 points
 Baltimore: 10 points
 Cincinnati: 10 points
 St. Louis: 10 points

The following awards are made as they occur.

 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].

[25.33] 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.

[25.34] Winning a Major Battle


Winning a major battle is defined as follows:

1. The battle must be resolved using CRT #3 or CRT #4,


2. Each side must commit at least one army or corps HQ, and
3. One side has a result of 20 percent or more casualties inflicted on it, and the other side has a lower
numerical result.

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.

[25.4] Appealing for Player Victory


[25.41] Each player may make one free appeal to the Political Events Matrix, attempting thereby to win
the game with a player victory. Such an appeal takes place during the victory determination phase of any
strategic turn. If the free appeal fails, the player may make further appeals on subsequent strategic turns,
but if such appeals fail, he must concede increasing numbers of political points to his opponent according
to the following schedule:
Number of Failing Appeals Points Conceded
Second 1
Third 2
62 War Between the States

Fourth 4
Fifth 8
Sixth and Subsequent 16

[25.42] Political Events Matrix (see separate sheet)

[25.43] Foreign Intervention


The Confederate player may achieve a secondary result by appeal to the Political Events Matrix, and that
result is foreign intervention. If such a result occurs, the Confederacy is deemed to have received official
recognition as a nation by Great Britain and France. In game terms that result means:

 Henceforth, all Confederate supply imports are doubled and


 The game ends in exactly 26 more cycles.

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].

[25.44] Kentucky Neutrality


Kentucky is neutral at the start of the war. Thereafter it remains neutral until:

 Its neutrality is violated by either player, or


 An appeal to the Political Matrix yields a result placing Kentucky on one side.
Neutrality is violated whenever a player moves the first ground combat unit into Kentucky. The state
immediately becomes friendly to the other player, who thereby garners a one-time award of 50 personnel
points on the following strategic turn. If a player acquires Kentucky as a result of political appeal, he
henceforth may deploy one 2-2 militia unit on any friendly occupied Kentucky city on all following Strategic
Turns. The Confederate player has certain Kentucky cities listed as supply sources. He may only consider
them for supply generation if Kentucky is friendly.

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.

[25.45] Missouri Neutrality


Missouri remains neutral until an appeal to the Political Matrix yields a result placing Missouri on one side.
If and when a player acquires Missouri, he may henceforth deploy one 1-2 militia unit on any friendly
occupied Missouri city on all following Strategic Turns.

[25.5] Emancipation Proclamation


Whenever he has more political points than his opponent, the Union player may issue the “Emancipation
Proclamation.” He simply says, “I free the slaves.” There are two results to such an event:

 The Confederate player gains five political points; and


 Any foreign Intervention is eliminated if in effect, and is forbidden in the future.

[25.6] November ‘64 Election


As a variant of the historical victory, the players may adopt the following criteria: if the Union player holds
four of the five major Confederate cities on 0/11/64, he wins a historical victory; if he holds two or less, the
Confederate player wins a historical victory, and if he holds three of the five, continue the game.
War Between the States 63

[26.0] OPTIONAL RULES


These rules reflect further refinements to the basic play of the game. The optional rules may be used
individually or in any combination at the players’ option. In some cases, these rules may precipitate a
degree of imbalance in the scenarios or campaign game. The players’ should feel free to experiment with
them, applying them in various combinations to strike whatever balance of play they feel is proper.

[26.1] Retreat After Combat Option


When forced to retreat after combat, units cannot move to a hex occupied by enemy units (that is, they
must move to some adjacent vacant hex or one occupied by friendly units). If no such hex exists
(because the retreating unit is totally surrounded by enemy units or prohibitive terrain), the retreating units
may make an attack from march on any of the surrounding hexes. That attack must succeed in clearing
the hex of enemy units, thus permitting the retreat into the vacated hex, or the retreating units are
destroyed. Only units under a leader’s command are permitted this option.

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.

[26.2] Leader Effect on Combat


Leaders affect combat by initiating it. They may also directly affect the die roll at the option of the owning
player. The player states, just prior to the combat die roll, he is personally involving the commander of the
attacking force or one of his on-scene subordinates, or the commander of the force being attacked or one
of his on-scene subordinates, in the battle. He then applies the combat rating of the committed leader to
the die roll result in any direction.

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.

[26.21] Multiple Leaders


If a player has more than one leader who could affect the die roll; that is, two separate forces commanded
by separate leaders are attacking, he may select only one (his choice) to affect the die roll.

[26.22] Opposing Leaders


If both players have leaders present, the player with the higher combat rated leader is allowed to alter the
die roll by the numerical difference between his leader and the enemy leader.

[26.23] Risk of Leader Death or Capture


After the battle is over, a player owning a leader involved in the battle must roll the die once for his
Leader. If he rolls a one the leader dies (is removed from play); If he rolls a two the leader is captured by
the enemy player. Any other result is “no effect.”

[26.24] Naval Leaders


Naval leaders function in all respects as other leaders, with the following exceptions:

 They may never command land units,


 They have a combat rating that may be used only when stacked with naval units involved in combat
against enemy naval units, or when attacking enemy fortifications (see rule [11.23]). That is done in
the same manner as rule [26.2], and
64 War Between the States

 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.

[26.3] Confederate Initiative Pick


One number in any given initiative pool composition series is shown as boldface and parenthesized. If he
so desires, the Confederate player may select that numbered chit automatically, rather than risk a blind
pick.

[26.4] Lee Stays East


Confederate Gen. R. E. Lee is prohibited from leaving map C or deploying any place but map C for the
entire game.

[26.5] Grant Stays West


Gen. Grant may not command an army until after 9/62. He may not enter into or deploy on map C until
1864. If Halleck is picked prior to 1864, he must be employed in the west (maps A and B), and Grant must
remain stacked with Halleck for 15 continuous game turns, receiving initiative only from Halleck. Halleck
may be transferred after Grant serves under him.

[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.”

[26.62] Effect of Entrenchments


 1st Game-Turn Entrenched: units are tripled in defense. Defenders are not required to retreat.

 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).

[26.71] Effect of Partisan Cadre


There is none: cadres may be ignored by both players for every purpose and event in the game. They just
exist waiting to give birth to a partisan unit. The Union player may attack a cadre, but only a “Defender
Eliminated” result kills them.
[26.72] Effect of Partisan Unit
War Between the States 65

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.

[26.8] Special Initiative Restriction


In a very general way, leaders who do not lie on a chain of supply (as defined in section [17.0]), could be
thought of as being out of communication with the high command. Isolated in that way, they should be
even less able to do the bidding of their player than their initiative rating shows. Therefore, we will say
that:

 An isolated leader may not be given a free movement command; and


 The initiative limit value of an isolated leader is reduced by one. However, No leader may have his
initiative limit value reduced below one.

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.

[27.0] FURTHER OPTIONAL RULES FOR HISTORICAL LEADERS


The following rules are meant to take the place of the leader pool rules of the original WBtS. When using
these rules, leader pools and picks will no longer be used; rather, leaders will enter at a time when they
historically attained a status equal to their entry date. Entry dates are equal to corresponding cycles in the
Cycle/Turn Record Track.

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.

Five-star leaders command in the same manner as in the original rules.

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

Huger 2 Star (1-0)

(Stuart) 2 Star (3-2)


Promote to 3 Star (3-2) 7/62

10/61
Longstreet 3 Star (3-2)

Buckner 2 Star (2-1)


Promote to 3 Star (2-1) 5/63

Van Dorn 2 Star (2-1)


Promote to 4 Star (2-2-1) 3/62.
Allow optional demotion to 3 Star Cavalry Commander (3-1) anytime after 10/62. May not
be re-promoted after demotion.
Smith 2 Star (2-1)
Promote to 3 Star (2-1) 3/62.
Promote to 4 Star (2-2-1) 10/62. (Note: use the 2 star leader counter and note that he is a
3 star leader from 3/62 through the 9/62 cycle when playing the variant historic leader
rules).

Hardee 2 Star (3-1)


Promote to 3 Star (3-1) 4/62

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

Buchanan naval leader

3/62
Cheatham 2 Star (3-1)
Promote to 3 Star (3-1) 10/64
68 War Between the States

D. H. Hill 2 Star (3-1)


Promote to 3 Star (3-1) 7/63

Pemberton 2 Star (2-1)


Promote to 3 Star (2-1) 10/62

4/62
Breckenridge 2 Star (2-1)

Hindman 2 Star (3-1)

5/62
A. P. Hill 2 Star (3-2)
Promote to 3 Star (3-1) 6/63

6/62
Holmes 2 Star (1-0)

R. E. Lee 5 Star (4-5-3)

Hood 2 Star (4-2)


Promote to 3 Star (3-1) 9/63
Promote to 4 Star (3-2-0) 6/64

7/62
(Forrest) 2 Star (4-2)
Promote to 3 Star (4-2) 6/63

Taylor 2 Star (3-2)


Promote to 3 Star (3-2) 4/64

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)

Gardner 2 Star (2-1)

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

Promote to 3 Star (3-1) 6/64

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

Halleck 5 Star (1-2-0)

(Stoneman) 2 Star (2-1)


Promote to 3 Star (2-1) 11/62

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

Pope 2 Star (2-1)


Promote to 3 Star (1-0) 2/62
Promote to 4 Star (1-2-0) 6/62.

11/61
Buell 4 Star (1-3-1)
70 War Between the States

12/61
Burnside 3 Star (2-1)

Thomas 2 Star (3-2)


Promote to 3 Star (3-2) 11/62
Promote to 4 Star (3-3-2) 9/64

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

McClernand 2 Star (2-1)


Promote to 3 star (2-1) 12/62

Sedgewick 2 Star (3-1)


Promote to 3 Star (3-1) 12/62

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

Sumner 3 Star (1-1)


Sykes 2 Star (2-1)
Promote to 3 Star (2-1) 6/63

Smith 2 Star (2-1)


Promote to 3 Star (2-1) 11/62

4/62
Couch 2 Star (3-1)
Promote to 3 Star (3-1) 11/62

Crittenden 2 Star (2-1)


Promote to 3 Star (2-1) 7/62)

McCook 2 Star (2-1)


Promote to 3 Star (2-1) 7/62

Porter 3 Star (3-1)

5/62
Franklin 3 Star (2-0)

Ord 2 Star (2-1)


War Between the States 71

Promote to 3 Star (2-1) 6/63

Rosecrans 4 Star (1-3-1)

7/62
(Pleasonton) 3 Star (1-1)

Slocum 2 Star (3-1)


Promote to 3 Star (2-1) 10/62

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

Reynolds 3 Star (3-1)

(Sheridan) 2 Star Infantry Commander (3-2)


Promote to 3 Star Cavalry Commander (4-2) 4/64
Sickles 2 Star (2-0)
Promote to 3 Star (2-0) 2/63

11/62
Howard 2 Star (2-1)
Promote to 3 Star (2-1) 1/63

12/62
McPherson 3 Star (3-2)

Steele 2 Star (2-1)


Promote to 3 Star (2-1) 8/63

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

[28.0] VARIANT LEADER LOSS RULES


For those who never liked rule [26.23], risk of leader death or capture, we offer the following rules.
Typically, players will usually not put good leaders in combat when using rule [26.23] because the risks
are too high the leader may be killed or captured. Further, the rule does not address leaders being
wounded. We have put together these rules which we feel will be more historically accurate than [26.23].

Note: These rules can be used in conjunction with section [27.0] or separately from it. Replace rule
[26.23] with the following rules.

[28.1] Leader Losses


[28.11] Any time a combat occurs and there is a leader or leaders in any of the hexes involved in that
combat, roll once for each leader in each hex involved and apply the results from the following table.
When a leader is wounded, roll two dice again to see how many strategic turns he is out of action and
place him ahead on the Cycle Turn Record Track the number of strategic turns equal to the dice roll. The
leader becomes available for re-entry into the game on that Strategic Turn. When a leader re-enters play,
he may either be placed:

 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.

[28.2] Leader Loss Table


Roll 2d6 and consult the table below:
War Between the States 73

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.

[28.3] Captured Leaders


Leaders can become captured in one of two ways. First they can be captured as a lone leader, per rule
[10.33]. Secondly they can be captured as part of a surrendering force in a besieged fort or fortress or as
part of an eliminated force which is completely surrounded by enemy units or prohibitive terrain (see rule
[26.1]). A leader who is first wounded in combat while in these circumstances is still considered captured
when the force is eliminated and is placed on the enemy Players Cycle Turn Record Track. The enemy
player may parole the leader at any time per the rules for leader parole (rule [22.53]), except the leader is
not available to return to play until the strategic turn he is available to return from being wounded.
[29.0] EXPERIMENTAL POLITICAL RULES
The following experimental political rules are an attempt to enhance the political aspects in War Between
the States. One of the major complaints about the first edition was that the older game’s political system
was tied too much around the capture of the five major southern cities and that it did not expand into other
areas.

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.

[29.1] Political Point Awards


[29.11] Union Player
The Union Player receives political points for achieving the following:

Condition Number of Points


Destroy or capture a 1 (see rule
Confederate fort [29.13])

Occupying the following cities:


 Charleston, SC 1
74 War Between the States

 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].

[29.12] Confederate Player


The Confederate player receives political points for achieving the following results:

Condition Number of Points


Destroy or capture a 1 (see rule
Union fort [29.13])

Occupy the following cities:


 Washington 50
 Baltimore 10
 Cincinnati 10
 St. Louis 10

The above awards are made only once per game.

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.

 For each Union army headquarters captured or eliminated.

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.

[30.0] EXPERIMENTAL RULES FOR NAVAL AND FORT COMBAT


The purposes of the following rules are threefold. First, they are an attempt to make the naval combat
rules more detailed. Second, they are intended to simulate the likelihood that, early in the war, naval units
were more likely to engage forts and fortresses in combat rather than attempting to run past them. And
third, they are meant to take make better use of the bluffs and naval leaders being introduced in this
redesign of War Between the States (WBtS).

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.

[30.4] Modified Naval Transit Combat Results Table

Fort vs: Fortress vs:

Naval/River Naval/River Naval/River Naval/River


Flotilla, Die Flotilla,
Transport Ironclad Transport Ironclad
Roll
M M 1 M M
M M 2 M M
M M 3 M M
M M 4 M M
M M 5 W M
D M 6 D W
D D 7+ D D

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.

Die Roll Modifiers:


+1 Fort/Fortress is on a bluff
+1 Naval unit is traveling up-stream

[30.5] Naval and Fort Combat Results Table Naval/River Naval/River


Flotilla, Die Flotilla,
Fort vs: Fortress vs: Ironclad Roll Ironclad
A 0 A
A 1 A
78 War Between the States

W 2 W opponent’s unit stacks? May he observe his


M 3 W opponent’s HQ and supply displays? May he
examine his opponent’s Production Spiral? The
M 4 M
answers to those questions are left to the players
S 5 M themselves to decide. I believe it a better
X 6 S simulation if the players remain in relative
X 7 X ignorance of one another’s force deployment.
Whether it makes for a better game is a matter of
personal preference.
Key:

A = Attacking naval unit is destroyed. Winter/Summer


W = Attacking naval unit must withdraw one hex The general effects of the seasons are contained
or hex side in the direction from which it came on the Blockade Table and built into the
and may not move any farther that turn. Confederate supply per city per cycle. The time of
the year has no direct effect on combat. Winter
M = No damage to either naval unit or
means supply trains have to remain on roads, and
fort/fortress. Attacking naval unit may continue
units can only cross rivers by road or ferry, and
to move in the direction desired by owning
that is about it. I realize that is not much for the
player.
devotees of Pluvius, but it is all I wanted. You can
S = Fort/fortress guns are suppressed for the get into such things as ice on the northern rivers,
remainder of the game turn. Additional naval lack of forage for cavalry in the early spring, fever
units may freely move past the fort/fortress in the coastal swamps in summer, etc., but not
without engaging it in combat for the me.
remainder of the game turn.
X = Fort/fortress guns are destroyed. Naval units [32.0] ADDITIONAL SCENARIOS
may freely move past it, without having to
engage it in combat, until repaired. [32.1] 1862 Campaign Game
The game begins with the first Game Turn of the
Die Roll Modifiers: 3/62 Cycle. Do not perform the 3/62 Strategic
-1 Fort/Fortress is on a bluff. Turn.
+1 Naval leader stacked with naval unit
Use the 1862 east and west scenario setups. Add
the Confederate 1st Infantry Corps HQ on hex
NOTE: If there is a naval unit friendly to the C2409.
fort/fortress in the hex or hex side protected by the
fort at the time an enemy naval unit attacks the The Political Point level is at (+2). The
fort, the enemy naval unit must first attack the Confederacy has made two (2) failing political
fort/fortress. If the attacking naval unit survives the appeals and the Union has made one (1) failing
attack on the fort/fortress, it may then attack the appeal.
friendly naval unit in the hex/hex side using naval
combat (see rule [11.11]). The friendly naval unit Kentucky and Missouri are Union states.
is, in effect, pulling back behind the fort/fortress,
forcing the attacker to first attack the fort/fortress For the 4/62 Strategic Turn, the Union is on the
in the hope the fort/fortress stops the attacking 4th box of the second volunteer call. Their
naval unit. General Supply level is 175.

[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.

Union  Replace the three star Thomas counter with


Disregard the HQ creation procedure for the 4/62 the two star Thomas counter.
Strategic Turn. Instead, on the 4/62 Strategic Turn
place four Infantry Corps HQs in the same hex  Add the 2 star Cavalry leader Stoneman to
with the Army of the Potomac HQ and one Infantry the setup in hex C2608.
Corps HQ with Buell who must be placed in
command of it. On the 5/62 Strategic Turn place  Add the 2 star leader Hooker to the setup in
one Army HQ with Halleck who must be placed in hex C2609.
command of it. This is in addition to the Corps HQ  Add the 2 star leader Sedgewick to the setup
creation attempt for the 5/62 Strategic Turn. in hex C2609.

CSA  Add the 2 star leader Sherman to the setup in


Disregard the HQ creation procedure for the 4/62 hex A3419.
and 5/62 Strategic Turns. Instead, on the 4/62
Strategic Turn place one Infantry Corps HQ with CSA
Jackson and one Army HQ with A.S. Johnston. On  Replace the three star Buckner counter with
the 5/62 Strategic Turn place three Infantry Corps the two star Buckner counter.
HQs in the western theater each with an existing
leader. If not already picked, the CSA player may  Replace the three star Hardee counter with
automatically pick the leader R. E. Lee with one of the two star Hardee counter.
his 6/62 leader picks.
 Replace the four star Bragg counter with the
Removed Leaders three star Bragg counter.
The Union leader Lyon has been killed and is out
of play.  Replace the three star A. Hill counter with the
two star A. Hill counter.
Optional Rules
OPTIONAL: If players wish to play the historical  Replace the three star D. Hill counter with the
situation, or find additional balancing is necessary, two star D. Hill counter.
apply the following rule:
80 War Between the States

 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

[32.2] 1863 Campaign Game  10/63: 5 Cavalry Strength Points


The game begins with the first Game Turn of the The Confederacy has the following units in
6/63 Cycle. Do not perform the 6/63 Strategic production on the production spiral, which
Turn. becomes available on the following strategic
turns:
Use the 1863 east and west scenario setups. Add
one Union siege train in hex C2608.  7/63: 5 Infantry Strength Points, 3 Cavalry
Strength Points and 4 Garrison Strength
The Political Point level is at (+3). The Points
Confederacy has made four (4) failing political
appeals and the Union has made two (2) failing  8/63: 10 Infantry Strength Points and 4
political appeals. Cavalry Strength Points
War Between the States 81

 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.

Union  7/64: 4 Infantry Strength Points and 8 Cavalry


 Capture CSA Fort: 1 Strength Points
 Captured CSA Major Cities: 6
 CSA Calls and Drafts: 10 Each side may create HQs up to their counter
 CSA Political Appeals: 7 limits.
 Replacement of Leader, West 1
(Bragg) Red River Campaign
 Control of Mississippi River 12 Union forces located in Mississippi, Louisiana and
Arkansas may not leave that three state area until
Total 37 either Shreveport is captured or the third game
turn of the 5/64 cycle, whichever comes first.
CSA
 Union Calls and Drafts: 10 Leader Entry
 Union Political Appeals: 1 Do not use leader pools for this scenario. Instead,
 Emancipation Proclamation: 5 the remaining leaders enter as follows:
 Replacement of Leaders, East: 6
(McClellan, Burnside, Hooker) Union
 Replacement of Leaders, West: 3  Wright is available on the 6/64 Strategic Turn.
(Buell, Rosecrans)
 Wilson is available on the 11/64 Strategic
Total 25 Turn.

Kentucky and Missouri are Union states. The CSA


Emancipation Proclamation has been issued.  Early, Hampton, S.D. Lee and Buckner are
available on the 6/64 Strategic Turn. Place
War Between the States 83

Buckner in the same hex as CSA leader


Smith. OPTIONAL: For those wishing to use the
Historical Leader variant rule [27.0], make the
 Cheatham and Cleburne are available on the following leader changes to the 1864 setup. All
8/64 Strategic Turn. other parts of rule [27.0] are in effect including all
leader promotions.
 Gordon is available on the 12/64 Strategic
Turn. Union
 Replace the three star Banks counter with the
Removed Leaders four star Banks counter.
The following Union leaders are no longer in play:
 Add the two star leader Wright to the setup in
 McClellan hex C2210.
 Heintzelman
 Buell Confederate
 Curtis  Replace the three star Magruder counter with
 McClernand the two star Magruder counter.
 Sumner  Add the two star leader Cheatham to the
 Sykes setup in hex B3717.
 Crittenden
 Porter (infantry leader)  Add the two star leader Hindman to the setup
 Rosecrans in hex B5205.
 Reynolds
 Sickles  Add the two star leader Cleburne to the setup
 Lyon in hex B5205.
 McDowell  Add the two star leader Early to the setup in
The following CSA leaders are no longer in play: hex C2212.

 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

combat. if the probed force has cavalry in


+3 greater strength than the probing
Anytime a friendly and enemy force ends a phase cavalry *
in adjacent hexes and the hexside between the *Note: This takes precedence over
two hexes is not prohibited terrain, either player the +2 modifier above.
may request the other to reveal their force. Also,
The probe rating of any one cavalry
upon a successful cavalry probe a player may
+? leader in the probed force if a
request the enemy player to reveal his force.
cavalry unit is present
Upon receiving a request to reveal his force, the
player will place the total strength of his force into
one of the following strength point categories: if the probed force is entirely militia
-1
and/or garrison units
[33.11] Limited Intelligence Table if the probed force is commanded
Strength Points Force Size Estimate by a leader with an initiative rating
-1
of two or less or there is no leader
0-5 5,000 present
6-15 10,000 if the probing cavalry is at least
16-35 25,000 three times as strong in strength
-1
36-55 45,000 points as any cavalry in the probed
56-85 70,000 force
86-115 100,000 The probe rating of any one cavalry
-?
leader in the probing force
116-150 135,000
151-250 190,000

[33.2] Cavalry Probes Confederate Cavalry Leader Probe Ratings:


Any cavalry force that has received movement
initiative may probe up to two hexes per turn in Leader Probe Rating
the movement phase. The hex(es) being probed Stuart 3
must be a maximum of three hexes and MPs
Wheeler 2
away from the cavalry unit attempting the probe.
Probing consumes one MP of the cavalry unit’s Forrest 2
movement allowance per hex probed. A hex may Hampton 2
be probed only once per turn. A force inside a Van Dorn 2
fortress may not be probed. Cavalry probes may
be only attempted across hexsides that are
traversable by cavalry units. Union Cavalry Leader Probe Ratings:

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

Modifier Reason [33.3] Kentucky - Missouri Neutrality


if probed force is entrenched or in a Variant
+1
fort Whenever Kentucky or Missouri joins either the
if probed force is in rough, forest, Union or the Confederacy, each side will receive a
+1 certain number of personnel points, which is
swamp, or city/town hex
if probed force is being probed dependant on the manner by which each state
+1 enters the conflict. Each side receives an initial
across a river hexside
number of personnel points on the first strategic
if the probed force contains any
+2 turn following the moment a state becomes allied
cavalry *
with one side or the other, followed by a reduced
War Between the States 85

number of personnel points on each of the next


four strategic turns. Players will no longer receive
either 50 personnel points for Kentucky invasion
or a 2-2 or 1-2 militia for Kentucky or Missouri as
a result of Political Events appeal. When Kentucky
or Missouri becomes friendly to the Union or the
Confederacy, use the following personnel point
schedules.

 If Kentucky becomes a Confederate state due


to invasion by the Union:

Confederate: 24 16 11 5 2
Union: 12 9 5 3 1

 If Kentucky becomes a Union State due to


invasion by the Confederacy:

Confederate: 10 7 4 3 1
Union: 35 22 12 8 4

 If Kentucky becomes a Confederate state due


to the Political Events Matrix:

Confederate: 18 13 9 5 2
Union: 12 9 5 3 1

 If Kentucky becomes a Union State due to the


Political Events Matrix:

Confederate: 10 7 4 3 1
Union: 26 17 11 8 4

 If Missouri become a Confederate State:

Confederate: 14 10 6 4 2
Union: 7 5 3 2 1

 If Missouri becomes a Union State:

Confederate: 8 5 3 2 1
Union: 22 16 10 5 2

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