BLUE & GRAY SERIES BASE RULES

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1 BLUE & GRAY SERIES BASE RULES 1

2 1. INTRODUCTION The Blue & Gray Campaign Series allows players to re-fight the great campaigns of the American Civil War in about 2 hours. The series rules apply to all games in the series. Each game in the series also has specific rules that change or override some series rules, as well as gives set ups and victory conditions. 2. GAME BOARD The board shows where the campaigns occurred. Named locations, fortress, rivers, ports, mountains, railroads, and roads are shown as they affect game play. There are two tracks on the game board. One for weather. The other is to keep track of the turn, VP, and CAP. LOCATIONS ROADS and RAILROADS PORTS FORTRESSES MOUNTAINS and RIVERS Locations are named points. Locations are considered adjacent if a road connects them to each other. Roads and railroads connect locations. They are used to move units between locations. They are both used for regular movement. Railroads are also available for rail movement. Port locations have an anchor symbol next to their name. The Union player may make amphibious moves between port locations. Noted by a white center and a green outline. Fortress locations allow a select number of units to roll two extra dice per unit when defending in that location. Washington DC (4 units), Richmond (3 units), Petersburg and Ft. Monroe (2 units) Each unit moving on a road or railroad that crosses a mountain or river to attack a defended location roll one less die for the first round. NOTE: For terrain affect purposes ONLY the road/railroad that is immediately between the attacking and defending locations is used to determine a battle terrain effect. 3. GAME UNITS Union units are blue blocks with a blue label applied. Confederate units are gray blocks with a tan label applied. Blank labels should not be applied to blocks. Apply one label per block. Extra blocks are for spares or markers. During game play units on board are stood upright with their label facing the controlling player which are only revealed to their opponent in battle. Morale Full Strength Block Unit Identifier Current SP 1st Block Reduction Battle Dice Rolled 2nd Block Reduction In the bottom right corner is the unit s identifier. In the center are unit type icons. In the top left corner is the units morale rating shown in a star. This is used when units take hits in battles to determine if they stay in battle or withdraw from the battle. In the top right corner is the number of dice the unit rolls in battle shown in a circle. Strength points (SP) are the numbers located around the center of the label. The unit s current SP is the number currently upright in the top center of the label. The red SP number is the lowest value for that block and signifies that after the next hit it is replaced with it s next lower SP value block or eliminated. When a block needs to be replaced, replace it with the block with the next lowest SP by 1 and the same unit identifier. The unit is rotated as hits in battle occur or units add replacement SP. The unit types and their icons are shown below. Any special rules for the units are also given. INFANTRY: Movement rate is 3 locations a turn. Only one of each unit identifier can be on the board at a time. GARRISONS: Movement rate is 2 locations a turn. Garrisons are denoted by a G unit identifier in the lower right corner. CAVALRY: Movement rate is 4 locations a turn. Cavalry by themselves may not enter a location that is only occupied by enemy units. 2

3 LEADERS: Leader units have the choice of an icon or portrait, only one type can be used in a game. Movement rate is 4 locations a turn. Leaders must always end a move in a location with a friendly unit. Some leaders have game specific abilities that are defined in the rules. For units to use the ability the leader must be present at the location with those units. MARKERS: There are Turn, Weather, Move, CAP (for each player), and VP (for each player) markers. The Turn, VP, and CAP markers are placed on the game track. The Weather marker is placed on the Weather track. 4. COMMAND ACTION POINTS COMMAND ACTION POINTS (CAP): CAP reflects an army commander s ability to motivate his army and move it effectively to battle. Each point of CAP activates ONE unit for movement. Game specific rules tell how many CAP each player receives at the start of each turn. Each player may receive one additional CAP by rolling two dice and comparing to his army commander rating. ARMY COMMANDER RATING: Each army in a specific game has an Army Commander Rating. (NOTE: Army Commander rating has no tie to a leader block or its special ability). For example; in LEE S INVINCIBLES Hooker s Army Commander Rating is 9. Meade s Army Commander Rating is an 7. Lee s Army Commander Rating is a 7 5. SUPPLY Supply is checked when the unit is activated. To be in supply a unit must be able to trace a line of connected locations, unoccupied by opposing infantry or garrison units to a supply location. Units out of supply lose 1 movement point. This is cumulative with weather affects. Units out of supply may not receive replacement points. Game specific rules will give the supply locations for each side. 6. SEQUENCE OF PLAY The game specific rules will state which player is the first player as well as initial set ups. The player whose turn it is currently is the active player, his opponent is the inactive player. The sequence is to be played in the exact order listed below: 1. WEATHER ROLL The Union player rolls a die to determine the weather for the current turn. 2. CHECK FOR REPLACEMENTS. 3. CAP ROLL Each player rolls 2 dice to check for extra CAP. 4. FIRST PLAYER MOVEMENT Check who is the first player in each game. Using the CAP available, he activates and moves eligible units. 5. FIRST PLAYER INITIATES BATTLE - Any units that end the move in the same location that enemy units occupy must conduct a battle. 6. CHECK FOR VICTORY FOR THE 2ND PLAYER 7. SECOND PLAYER MOVEMENT Using the CAP available, he activates and moves eligible units. 8. SECOND PLAYER INITIATES BATTLE - Any units that end the move in the same location that enemy units occupy must conduct a battle. 9. CHECK FOR VICTORY FOR THE 1ST PLAYER 10. END TURN - If either player has met the conditions for victory, or it is the last turn of the scenario, the game is over. Otherwise, move the turn marker one ahead on the turn track and go to step WEATHER ROLL The Union player rolls one die to determine weather for the turn. Based on the die roll, weather is as follows: WEATHER DIE ROLL Clear 1-5 Rain 6 Weather is marked using the track on the game board. The weather affects are given below: CLEAR: All units move at their full movement rate. RAIN: All unit movement rates are reduced by 1. RAIN 2 TURNS: If it rains for 2 consecutive turns all unit movement rates are reduced by REPLACEMENTS The game specific rules will state how replacement SP are received. Replacement SP may be added to any one reduced IN SUPPLY unit. An eliminated unit may be brought back at 1 SP for infantry and garrison, and a cavalry unit is just brought back, using the replacement SP. It is placed at the game designated replacement location(s) for the player. If all units are at their maximum SP the replacement points are lost. If replacement locations are occupied by opposing units, replacements may not be received at that location. 9. CAP ROLL During CAP ROLL of the turn sequence each player rolls 2 dice. If the total rolled on the 2 dice is equal to or greater than the Army Commander Rating for that side then the player receives one extra CAP. A player may not spend more CAP than he receives in a turn, nor does he have to spend all CAP. CAP may not be saved from game turn to game turn. 10. MOVEMENT All movement is regulated by the Command Action Points (CAP) allocated to each player per turn. CAP is used to activate a unit once for movement per game turn by the active player. 3

4 If a unit moves to a location where an opposing unit is, the moving unit must stop, unless the opposing unit is cavalry and the moving unit has movement points remaining. In that case a cavalry screening check should be made. UNIT ACTIVATION FOR MOVEMENT: The player whose turn it is activates units one at a time. Each activated unit cost 1 CAP. This unit is the active unit. No unit may be activated more than once during his player turn. UNIT MOVEMENT: Each unit has a movement point allowance based on unit type. This may be affected cumulatively by weather and supply. This may mean that garrisons may not be able to move. Each movement point allows the active unit to move one adjacent location. An active unit is able to move from location to adjacent location along the roads/railroads. Locations may not be skipped while moving. Movement points not used are lost; they may not be transferred to other units. Units may not exceed their movement allowance. Any number of units may occupy a location. An active unit that enters an enemy occupied location stops its move. Roads and railroads are treated the same for normal movement. For example: An infantry unit that has 3 MP moving in clear weather can move up to 3 locations. In rain, it could only move up to 2 locations. RAIL MOVEMENT: Up to two units per player per turn may use rail movement. Each moving unit cost 2 CAP each to move unlimited distance along their CONTROLLED railroad. Each game defines railroad control. Movement must begin and end on a rail line. The unit can not attack a location, but can reinforce and defend a location during that turn. Cavalry blocks rail movement through any location they occupy. Weather and supply does not affect rail movement. AMPHIBIOUS MOVEMENT: Only the Union player can conduct amphibious movement. The Union player can only move one unit per turn at the cost of 2 CAP. The unit must start the turn in a port location and then move to any port location unoccupied by enemy units. No further movement is allowed for that unit this turn. CAVALRY AND LEADER MOVEMENT: These unit types use CAP for movement like other units. They by themselves may not enter a location that is only occupied by enemy units. However they may enter a location that is being moved into by friendly infantry or garrison units, even if enemy units are present. CAVALRY AND LEADER FREE MOVEMENT: When friendly infantry or garrison units activate in a location where cavalry or leaders are present or in an adjacent location connected by road or railroad, they may move without spending CAP. The cavalry and leader units can move independent of the activated unit. (Note: In this exception, they are using the same CAP as the unit being activated. They may only move once per turn.) CAVALRY SCREENING ACTIONS: Each cavalry unit has a single number in the lower left corner, normally 2 or 3. When a unit enters a location occupied only by enemy cavalry a screening check is made. The moving player rolls one die. If the number is equal to or less than the number on the cavalry unit then the moving unit ends its move in that location and ends it s move. Any additional moving units may enter the location but may not move through that location. The cavalry unit retreats one location. If the die roll is higher than the number on the cavalry unit then the screening actions fails and the cavalry unit retreats three locations. Opposing units can move into and through that location and the cavalry unit cannot screen locations for the remainder of the turn. In both instances all retreat rules are followed by the cavalry unit. If more than one cavalry unit is in a location that is being entered by enemy units a screening check must be made against each cavalry unit. 11. BATTLES Battle occurs when opposing units end a move in the same location. The active player is the attacker. If more than one location is having a battle, the attacker determines the order in which the battles are fought. Each battle is resolved separately before any other battles are started. After deploying units on the battle board, a series of battle rounds continue until the units of one side are eliminated, voluntarily retreat, or are forced to retreat. Certain terrain affects the battle for the attacker or defender. Leaders may also affect battles, their affects will be given in the game specific rules DEPLOY UNITS ON BATTLE BOARD Units are moved from the battle location on the game board to the battle board. Units are deployed so the opposing player cannot see the SP. The Battle Board is divided into two halves, the attacker half and the defender half. On the attacker side is the Attacker Line Position and the River and Mountain Line Position areas for units that crossed a river or mountain for the attack. Firing units are placed in these Line Positions. A Reserve and Failed Morale Position are at the back of the battle board and are not part of the Attacker Line Position. Units in these positions do not fire. On the defender side of the battle board is the Defender Line Position and the Fortified City Line Position. The Fortified City Line Position is used to place a limited number of units (given for each city in the box) that add 2 dice to their dice number when firing. Firing units are placed in these line positions. A Reserve and Failed Morale Position are at the back of the battle board and are not part of the Defender Line Positions. Units in these positions do not fire. First, the defender places each of his infantry and garrison units in the line positions on the defender half of the battle board. All leader and cavalry units are placed in the reserve. 4

5 The attacker then places each of his infantry and garrison units in the line position on the attacker half of the battle board. Any attacking infantry or garrison that cross a river or mountain to enter the defending location are placed in those respective boxes on the attacker side of the battle board. Only units using a road/railroad crossing a mountain or river to enter the defending location are placed in those line positions. It is possible for some units to be in the Mountain/River Line Positions while those that did not cross a river or mountain to be in the non-terrain affected Line position. All leader and cavalry units are placed in the reserve and do not fire. Once both players have placed their units on the battle board, each player reveals their units BATTLE ROUNDS Each battle is conducted in a series of battle rounds that continue until the units of one side are eliminated or retreat. Battle Round Sequence: 1. Defender Battle Fire / apply hits to attacker units 2. Attacker Battle Fire / apply hits to defender units 3. Attacker checks morale for any units hit 4. Defender checks morale for any units hit 5. Attacker decides voluntary retreat 6. Defender decides voluntary retreat 7. Defender reinforces 8. Attacker reinforces In each battle round the defending player fires each of his units in the Line Positions. Any hits on the attacking player units are applied immediately. Then the attacking player fires each of his units in the Line Positions battle and any hits on the defending player units are applied immediately. After both players have fired and both players have applied hits a morale check is made to see which units stay in the battle line and which units go to the failed morale position. The attacker checks his morale first, if the attacker is not forced to retreat then the defender conducts his morale check. If either players line position is vacant due to elimination of units OR failed morale checks a forced retreat occurs immediately. If a forced retreat has not occurred then at the end of the battle round players can decide if they want to voluntarily retreat instead of continuing more battle rounds. Attacker decides first, then the defender. BATTLE FIRE: Only units in the Line Positions conduct battle fire. Units in Reserve or Failed Morale DO NOT FIRE. Units conduct battle fire by rolling a number of dice equal to the number shown on the right corner of the label in the circle, modified by terrain. Players score a hit against his opponent s units for each 6 rolled on a die. Losses are applied immediately. For example: A 6 SP unit would roll 4 dice, etc. If attacking a location across a river, the unit would roll 3 dice in the first battle round, and 4 dice in following rounds. Hits are then allocated based on the 6 s rolled. Units may fire in any order the firing player chooses. APPLYING HITS: Allocation of losses are decided by the owning player receiving the losses. Units in the Reserve or Failed Morale area do not take losses unless all units in the Line Positions are eliminated. Reductions in SP are shown by rotating the block once for each hit inflicted from its current SP to the new, reduced SP. Units with SP higher than 1 when reduced to the lowest SP for that block have their block replaced with the next lower SP block as hits occur. The replacement block must have the same unit identifier as the unit it is replacing. Any units reduced below 1 SP are eliminated and removed from the board. MORALE CHECK: After all hits are applied, morale checks are made. First, the attacking units that took hits check morale, followed by the defending units. A morale check is done by rolling one die for each hit a unit takes and comparing each individual die number to the units morale rating. If a roll is higher than the unit morale rating the unit withdraws to the Failed Morale Position and may not return to the Line or Reserve Position for that battle. If the attacking player s Line Position is left vacant due to a morale check failure, the defending player does not have to check his morale BATTLE RETREAT After each round of battle is completed players may voluntarily retreat from battle. The attacker makes this decision first, followed by the defender. All retreat rules apply. If neither player decides to voluntary retreat then they begin another battle round. VOLUNTARY RETREAT: If a player decides to retreat, all of their units retreat from the battle location. The units of the player retreating (including any units in reserve and the failed morale column) are subject to one retreat battle fire round in which all infantry and garrison units of the opposing player in the battle location each roll one die per unit. A hit occurs for any 6 s rolled. All hits are applied immediately to the retreating units. The retreating player decides which units to apply any hits. The retreating units do not return battle fire and must follow retreat rules. Units retreat one location on a voluntary retreat. FORCED RETREAT: Anytime during a battle round if a player s line position is vacant due to hits or failed morale checks a forced retreat occurs. The units of the player retreating (including any units in reserve and the failed morale column) are subject to one retreat battle fire round in which all infantry and garrison units of the opposing player in the battle location each roll a normal battle fire. All hits are applied immediately to the withdrawing units. The retreating player does not get to fire. Units retreat two locations away due to a forced retreat. If all retreat locations are blocked, then all retreating units are eliminated. 5

6 11.4 RETREAT RULES If the defender is retreating, he must retreat all units to a connected location from the battle location that has no opponents units located there and his opponent did not move from to attack the battle location. If none available he may retreat to another adjacent battle location, but be placed in the failed morale area. If the attacker retreats he must retreat all units to a connected location that he moved at least one unit from to conduct the attack. If these conditions cannot be met then all units can not retreat and must continue to battle unless in a forced retreat situation, in which case they are all eliminated. All units must retreat to the same location. There is no splitting of forces. Units retreat one location in voluntary retreat and two locations in forced retreats. A player that retreats either by forced retreat or voluntary cannot reinforce other battles with those units during this player s turn. The non-retreating player completes reinforcement. A unit may retreat into a location where another battle is occurring but are placed in the failed morale position. If all infantry and garrison units in a leader or cavalry unit s location are eliminated, they are retreated to the nearest friendly unit s location. If no retreat path is available, the unit is eliminated BATTLE REINFORCEMENT After each battle round players may reinforce the battle with units that are in adjacent locations that have not been in a battle this player s turn. The player rolls 2 dice for each unit attempting to reinforce. If the die roll is equal to or greater than the current Army Commander Rating then the unit enters the battle location. If the roll is less than the Army Commander Rating the unit may not reinforce the battle this battle round. He may attempt again during the reinforcement phase of the next battle round. When reinforcements enter the battle, they are set up in the Line Position and may fire in the next battle round. If a side retreats, the non-retreating player may reinforce without a reinforcement roll. 12. VICTORY Each game gives victory conditions that are based on terrain objectives or the elimination of enemy units. 13. GAME SETUP See game specific rules. 14. DESIGNER AND HISTORICAL NOTES To start with a little on our design philosophy for the game series: We always loved Joe Balkoski s Great Campaigns series because it was a game of maneuver. But now days we do not have room for 3 maps and many hours of game time. The beauty of his system was it looked at the big picture with large maps and few units. That was the basis of this design. Fewer units on a grand scale using point-to-point movement to speed up game play, while retaining all the strategic decisions, were major goals of this series. To achieve this the primary unit of movement and combat is by corps. During Civil War campaigns in the east the primary unit was by corps. The Confederate army was organized with fewer but larger corps or large divisions that were about the same size as some Union corps. The Union command had a bit more of an unwieldy corps structure with more but smaller corps. On both sides their corps tended to stay together more as a whole on the march and in battle. While battle was important, and each side was looking for the opportunity to strike the other, it was always with the goal of catching a piece of the enemy army out of position and unsupported. The game s combat system is about major elements of armies meeting at strategic locations based on coordinated movement and deception of your opponent. Have you maneuvered your army in such a way that you get there first with the most? And through command can you reinforce the battle to your advantage. And if not, can you conduct a fighting withdrawal while not taking too many losses so you can live to fight another day. In 2005, we designed FORGED IN FIRE as a division level game that portrayed the fighting during the 1862 Peninsula Campaign. Living and growing up in Virginia we had a great appreciation of the American Civil War. Our grandmothers would tell stories about their grandfather, Alpheus Morris who was with Stonewall Jackson when he was shot at Chancellorsville in Alpheus was a member of the 4th NC Cavalry, along with 3 brothers who also fought with the Confederacy. The Blue & Gray series described in one paragraph is a combination of the concepts from FORGED IN FIRE, and the Great Campaigns of the American Civil War series by Joseph Balkoski. Blocks reduced the number of units needed and added fog of war at a strategic level, simply and elegantly. And instead of using 4 strength point division blocks to cover every movement location on the board, we have more realistically made an 8 to 12 strength infantry corps or half corps that occupy one location. For most of the battles, scale represents roughly 2 to 7 days depending on the amount of activity and battle. On the corps size units each SP represents roughly 1,500 men supplemented by artillery. Cavalry is abstracted to its function of blocking and screening along with smaller ad hoc units. Garrison units represent militia and detachments that could statically hold some locations. Clearly the large corps units pack the firepower for the combat system, including the artillery. Garrisons cannot fight much or very long without support. Cavalry was not used for the heavy-duty combat at this level and is not in this series. Much like Forged in Fire we have kept the command action points and the overall commander rating which ties directly to any extra actions you receive. This makes command unpredictable at times. It is a realistic way of portraying strategic movement and combat as it will be rare that you will be able to do everything you need to do, and react to your opponent. However, the better the overall commander (Lee, Grant, Jackson) the better the chance you will be able to do most of what you need to do. Different commanders in the different games also have differing abilities. In the Valley in 1862 Jackson can move with 2 units together in one move and an extra location a turn. This reflects Jackson s 6

7 knowledge and excellent maps of the Valley as well as how he drove his men. During the month of May 1862 Jackson s Valley Army marched over 350 miles over a 30 day period and fought and won 5 battles. Of course he was doing this against 3 separate armies that combined outnumbered his over 3 to 1, but by speedy marches and a centralized command he was able to have tactical superiority at the battles. In the battle system units in the battle line can fire at opposing units. The number of die rolled in battle is based on the size of the unit. How long a unit can sustain combat is affected by the unit s morale and size. Units may not fight to the last strength point, but instead may withdraw from the battle based on their morale if hit. Reinforcements can feed in from adjacent locations if they have a commander with a good command rating. Replacements occur as well but not in all of the games. In LEE S INVINCIBLES neither army receives replacement strength points as the terms of enlistments were expiring for many units and Lee was on the move so no sizable numbers of men were feeding in to either army. This makes for a game different than JACKSON & SHERIDAN, or GRANT S GAMBLE where replacements are much more likely. The armies were both pulling in every available man, stripping fortifications around Washington, and the Atlantic seaboard. Weather has effects as well. Rain reduces movement and continued rain almost brings it to a halt. The American Civil War was the bloodiest war for America in its history. Battlefield losses were horrific. Units would just wear out and not be able to sustain combat. In the battles each side would fight until so exhausted their own losses would prevent follow up to victories. This series will play very different than any you have played before. Maneuvering 3 to 5 units a turn on the board will feel odd, and small at first. As you play because you are moving so few pieces it will grow on you how important the moves become. Guarding flanks, or using your cavalry to confuse your opponent as to what units you have where will be critical. Each side must use the terrain to their advantage when at all possible. Each of the games in the series plays different than the other. Different commanders, army morale, and manpower change the situation in each. The Grant and Lee games will play the most similar due to the army sizes and really they are the same armies facing off against each other a year apart with different commanders and different goals. You will find Jackson & Sheridan feel the most different than the other two games. With the much smaller armies you will find they are more brittle, losses will feel magnified. The importance of maneuver is more dramatic PLAY TESTER QUESTIONS: What s the Scale? It varies by game. In Lee s Invincibles and Grant s Gamble it is roughly 1500 men per SP (adjusted for corps artillery and corps leadership). For Jackson & Sheridan it is roughly per SP. Why the abstraction with the cavalry? If you look seriously at civil war battles cavalry generally did not engage infantry in major battle other than to skirmish or slow infantry movement. We have gave them what can be referred to as a screening value in their attempt to slow movement. Cavalry can also be used as decoys to confuse your opponent as to where infantry is versus cavalry. Why doesn t each side roll die equal to their SP like other games? Very rarely would each side get all of their men into a battle. We based the number of die rolled on the sheer size reflecting a larger unit getting more guns into the fight. SP and morale are equal to lasting in a battle. How did you rate the Commanders? We did an evaluation of each army commander s ability to move his army during the campaign. We looked at what they did well and did not do well and factor that into their commander rating and special abilities. For example, in the Wilderness Campaign, Lee maneuvered brilliantly, reacting and countering Grants moves. So Lee was given a reaction move to reflect this. And despite horrible losses Grant kept up the drive south tenaciously. To show this Grant has the ability to sustain combat longer for his units when present. Why is morale factored in the combat system? Units were limited in how many losses they could take and continue fighting. To show this morale was factored into each unit and as combat continues there is a greater chance the unit will break and not be able to continue in the battle. In the game the larger SP Union units can take more hits in battle, but the Confederate has slightly higher morale can have them withstand the fighting longer. Why can t I eliminate units who are out of supply? Due to the time frame represented in the games this isn t possible. With each game representing from 30 to 60 days of actual campaign it would not happen. Other than isolated cases of armies getting trapped against rivers or in forts armies didn t dissolve due to being out of supply. Each army had supply wagons, and could forage. At this scale we did not want to get into the minutiae of stragglers and desertions. Even until 1865 Lee probably fielded an army of between 45,000 and 60,000 men and that was after a winter of near starvation. Sherman cut loose from his supply line totally in his famous March to the Sea and did not suffer at all. Thank you for your interest in the Civil War and we hope you enjoy the Blue and Gray series. DESIGNED BY: Grant Wylie Mike Wylie Matt Burchfield Ryan Burchfield GAME ART AND LAYOUT: Sean Cooke Worthington Publishing 2016 Why no artillery? In a game of this scale portraying artillery even at a corps level did not make sense. Each corps historically had artillery to them, as well as an overall army artillery reserve. We decided the best way was to factor artillery into the corps infantry unit. 7

8 MOVEMENT & BATTLE EXAMPLE START OF BATTLE ROUND 1 Richmond (3 Units),. Monroe (2 Units) City Reserve Failed Morale Washington DC (4 Units), Richmond (3 Units), Petersburg (2 Units) & FT. Monroe (2 Units) Fortified City Defender Line Position e Position Attacker L Mountain The Union VI corps in Winchester spends 1 CAP and uses a road crossing a mountain and river to attack the Confederate unit in Snickersville. The Union VIII corps in Front Royal spends 1 CAP and crosses a mountain on its first movement point to Salem, on its second movement point it moves to attack the Confederate unit in Snickersville on a road that crosses no terrain. The Union XIX corps spends 1 CAP and moves to Salem, unable to enter Snickersville since it would exceed his movement rate Failed Morale Attacker Line Position River River -1 Die First Round -1 Die First Round -1 Die First Round Reserve Failed Morale Reserve START OF BATTLE ROUND 2 e Position Washington DC (4 Units), Richmond (3 Units), Petersburg (2 Units) & FT. Monroe (2 Units) Fortified City Defender Line Position River City Failed Morale Mountain Richmond (3 Units),. Monroe (2 Units) Reserve Attacker Line Position Failed Morale The units are placed on the battle board with the Confederate EA unit placed in the Defender Line Position. The Union VI corps is placed in either the Mountain or River Attacker Line position signifying it is minus 1 die on its first battle round attack roll. The Union VIII corps is placed in the Attacker Line Position. The Confederate EA unit rolls 4 dice and scores a hit for each 6 rolled. The Confederate scores two hits. The Union chooses to take both hits on the VIII corps going from 4 to 2 SP and are applied immediately. The Union VIII rolls 3 dice. The Union VI corps rolls 3 dice instead of 4 because it is in the River/Mountain Attacker Line position and subtracts 1 die for the first round. Therefore the Union rolls a total of 6 dice in the first round. They score one hit on the Confederate player and he reduces the unit from 8 to 7 SP. Now both sides check morale on units that received hits in the first round. As the attacker the Union player checks first and rolls two dice for the hits applied to the VIII corps. He rolls a 5 and 2 and checks that to his morale number which is a 3. The 5 exceeds his morale number and therefore moves into the failed morale column. The Confederate now checks his morale and rolls one die and rolls a 3 passing the morale check. This concludes round one. Reinforced Attacker L from Salem River -1 Die First Round -1 Die First Round -1 Die First Round Reserve Failed Morale Reserve Neither player decides to retreat. Round two begins. The Union XIX corps attempts to reinforce the battle from Salem. His roll against the commander rating is successful and moves into the attacker line position. The Union player moves the VI corps from the Mountain/ River -1 die section of the Line Position to the Attacker Line Position. This round he will roll 4 dice. 8

9 Game specific rules for 1. INTRODUCTIONS The campaign was a victory strategically and tactically for Lee. He held Grant out of Richmond and Petersburg, while inflicting massive casualties on the Union army. From the position occupied at the end of the campaign Grant was able to finish off Lee, but it would be 9 months later and at a great cost of life for both sides. If Sherman had not successfully taken Atlanta there is a great possibility that Lincoln would have lost the 1864 election to McClellan and the war would have ended with Southern Independence in some form. 2. GAME BOARD The road crossing between Charles City and City Point is not usable until the turn after a Union infantry unit ends it s move in both locations. 3. GAME UNITS TRENCH MARKERS: May not move. An active unit may spend 2 movement points to place a trench block with it. Only the unit who spent the movement points gain the terrain benefit from the trench block. A trench block is removed when the unit moves. Units with trench markers roll 1 extra die in each round of battle. Units with trench markers are placed in the line position during battles with trench marker under the unit. Trench markers may not be placed in fortress locations. 4. COMMAND ACTION POINTS Each turn the Confederate player starts with 3 CAP, the Union starts each turn with 3 CAP. Both players can receive one extra CAP if successful during the CAP roll. Lee s Confederate Army Commander Rating is a 7. Grant s Union Army Commander Rating is SUPPLY The supply locations for the Union player are any occupied port and the following locations: Aquia Landing, Elk Tavern, and Sperryville. The supply locations for the Confederate player are Cumberland and Hicksford. 8. REPLACEMENTS The Union player receives 1 replacement point per turn. The Confederate receives 1 replacement point each even turn. UNION REPLACEMENT LOCATION: Aquia Landing CONFEDERATE REPLACEMENT LOCATION: Richmond 1

10 10. MOVEMENT LEE S SPECIAL ABILITY: Reaction Movement, any and all units in a location with Lee can react to any Union moves in locations adjacent to them. This includes defended and undefended adjacent locations. The reactions can be one unit at a time or all at once or any combination the Confederate player chooses. For example Lee and three units are in Chancellorsville. One Confederate unit is defending Fredericksburg. The Union moves two units to attack Fredericksburg. The units with Lee could all move to Fredericksburg but the Confederate player only sends one unit in reaction, leaving two in Chancellorsville with Lee. The Union player moves three units to Orange CH which is open and undefended by Confederate units. Lee reacts and sends one unit to stop the Union movement and battle. He could have sent two units but decided to keep one in Chancellorsville to defend that location. Lee and units with him can only react once in a Union turn. RAIL CONTROL: Confederates control all railroad lines south of the Rappahanock River. Union cannot do rail movement. 11. BATTLE GRANT S SPECIAL ABILITIES: During battle if the Grant leader unit is present and in reserve, the player can re-roll one failed morale check for one unit each battle round. 12. VICTORY Richmond is worth 10 VP and Petersburg is worth 5 VP to either side that occupies it at the end of the game. Union infantry and/or garrison units can hold locations that cut Confederate rail lines and gain victory points by tracing a line from Richmond or Petersburg to Cumberland or Hicksford. Each game turn that ends with BOTH lines cut produce 2 VP for the Union player and eliminate Reinforcements for the Confederate player the next turn. Winner of the game is most VP at game end. Automatic Victory: The Union player receives an automatic victory if they hold both Petersburg AND Richmond at the end of any game turn. Also if the Confederates total infantry SP falls below 14. The Confederate player receives an automatic victory at any time the Union total infantry SP falls below 28 SP. 13. GAME SETUP Union player sets up first. The Union player is the first player in the turn sequence. This game is 16 turns. See next page for opening layout of blocks. 14. DESIGN AND HISTORICAL NOTES In this game we wanted to portray Lee and Grant s respective leadership styles in the Wilderness Campaign. With Lee s reaction rule the Confederate player can with proper positioning block each move of the Union player as he drives on Richmond and Petersburg. As a counterpoint Grant was tenacious, despite taking horrendous losses he constantly pushed south trying to force Lee into an open field battle where his superior numbers and artillery could work to devastating effect. The Union has superior mobility in the use of amphibious moves that could allow the Union army to try to replicate McClellan s 1862 campaign if desired. The Union units in Yorktown and City point (Butler s army) can be an anvil that the Union army of the Potomac hammer pins Lee s Army of Northern Virginia on to destroy. Grants mobility was highlighted by his move across the James at Charles City when he withdrew from Cold Harbor leaving Lee in the dark as to his intentions as he marched on Petersburg. The Confederates can utilize Lee s reaction capabilities to maintain efficient interior lines of defense. The defenses of Richmond, Petersburg, and lines of supply become paramount. Aggressive offensive action is only suggested in cases of overwhelming superiority of isolated Union units. Historically, the Union lost close to 60,000 men in a 45 day period while the Confederates lost close to 45,000. Both sides were stripping troops from wherever they could to replace losses. The Union stripped the defenses of Washington DC and the Confederates troops from along the Atlantic seaboard. The Union pulled so many men from Washington DC that it almost allowed Jubal Early to take the capital in his 1864 Valley Campaign. Grant had to ship the VI corps by amphibious maneuver to Washington to block that maneuver. 15. STRATEGY The Confederate player is on the defensive and must remember that. But where possible, he must take every opportunity to isolate and destroy a part of the Union army. He can not afford to face a Union juggernaut and must to delay it and divide it to gain advantage. He will have to use every unit he can to keep the Union player out of Richmond and Petersburg, as well as protecting the rail lines into those cities. And the longer he can keep Grant above the James the better his chances of denying the Union VP for cutting his rail lines. Entrenching at every opportunity and using the rivers when backing up will add valuable dice to his units and increase Union casualties. The Union player is on the offensive and must drive relentlessly south towards Richmond and Petersburg. But be careful not to exhaust your army by excessive losses unless you are inflicting similar losses on the Confederates. You start with a slight numerical advantage and your replacements are greater than the Confederates. But dashing your army against strong defenses can bring parity quickly. Early on you must drive southeast or southwest. A drive to the west separates your main army from the Union forces around City Point, but it also divides the Confederate defense and puts the Confederate rail lines to the west at risk. A drive to the east gives you all of your armies concentrated and supply along the rivers as well as making you a direct threat to Richmond and Petersburg. 2

11 UNION UNITS Grant (Leader) VI (10SP), V (12SP), II (12SP), IX (8SP), Cavalry (3), Cavalry (2) X (8SP) XVIII (8SP), Garrison (2SP), Garrison (2SP) SETUP LOCATIONS Culpepper CH, Elk Tavern, Falmouth. Units may be at one or more of these locations. Yorktown City Point Aquia Landing CONFEDERATE UNITS Lee (Leader) I (8SP), II (12SP), III (12SP), Cavalry (3), Cavalry (2) Units may be at one or more of these locations. SETUP LOCATIONS Fredericksburg, Chancellorsville, Orange CH, Stannardsville, Gordonsville. 2 Garrison (4SP and 2SP) Richmond 2 Garrisons (2SP) [1 in each location] Chesterfield CH and Disputania, Garrison (4SP) I-B (4SP) Petersburg Williamsburg Setup in one or more of these locations Union Replacement Location Setup in one or more of these locations Confederate Replacement Location 3

12 ORDER OF BATTLE FOR GRANT S GAMBLE BREAKDOWN OF INFANTRY REPLACEMENT BLOCKS FULL STRENGTH REDUCED STRENGTH BLOCKS FULL STRENGTH REDUCED STRENGTH BLOCKS No Reduced Block Other Confederate Units Other Union Units 4

13 Game specific rules for 1864: Each turn the Confederate player starts with 2 CAP, the Union starts each turn with 2 CAP. Both players can receive one extra CAP if successful during the CAP roll. Early s Confederate Army Commander Rating is a 7. Sheridan s Union Army Commander rating is an INTRODUCTION The 1862 Shenandoah campaign was a strategic and tactical victory for the Confederates. Jackson won every battle except for Kernstown, which occurred in March. Due to a lack of coordination between three separate Union armies, and poor leadership, the Confederates were able to use interior lines, and hard marching to make sure they had tactical superiority despite being out numbered strategically 3 to 1. President Lincoln took a direct hand, unsuccessfully, in trying to handle the situation. The 1864 Shenandoah campaign was a huge Union success that spelled the end of the Confederacy in Virginia. Despite an initial success by Jubal Early in almost catching the Union off guard and capturing Washington DC, Lincoln and Grant never panicked or wavered and put Phil Sheridan in command. Giving Sheridan sufficient forces for the job, he steamrolled the Confederates in the Valley, destroying one of the Army of Northern Virginia s primary sources of supply. In April of 1865 it was Sheridan s forces that were in front of Lee as he tried to flee from Appomattox. 2. GAME BOARD: On the game board is a dotted black line that defines the Shenandoah Valley, west of the line units are in the valley, east of the line units are out of the valley. There is blue dotted line to the south and a gray dotted line to the north. These lines define victory points for each side. The Confederate player receives VP for having in supply units north of the gray line and the Union receives VP for having in supply units south of the blue line. 3. GAME UNITS In the Sheridan 1864 game, both sides have one cavalry unit that can move like cavalry (4 locations) but for all other purposes act like infantry and they can fight in battles. They can also do cavalry screens with their SP being their screen number. The owning player must decide if he wants to screen or fight. In summary they are fast infantry that can screen like cavalry. 4. COMMAND ACTION POINTS 1862: Each turn the Confederate player starts with 2 CAP, the Union starts each turn with 2 CAP. Both players can receive one extra CAP if successful during the CAP roll. Jackson s Confederate Army Commander Rating is a 7. The Lincoln Army Commander Rating is a 9. Note that LINCOLN is the army commander because he tried to control and coordinate his commanders in the Valley. 5. SUPPLY The supply location for the Union player is Harpers Ferry. The supply location for the Confederate player is Staunton. Tracing supply for both players must be along roads in the Shenandoah Valley. They can not be traced on roads outside of the valley (black dotted line shows boundaries). 8. REPLACEMENTS 1862: Each player receives one replacement point per turn. 1864: The Union player receives 1 replacement point per turn. The Confederate receives 1 replacement point each even turn. Union Replacement Location 1862 and 1864: Harpers Ferry Confederate Replacement Location 1862 and 1864: Staunton 10. MOVEMENT RAIL MOVEMENT: Rail movement is not allowed for either side in 1862 and Special Leader Abilities: 1862 JACKSON: For 1 AP per unit, Jackson may move with up to 2 Confederate units 4 locations with those units as long as start and end in the same location SHERIDAN: For 1 AP Sheridan may move with 1 Union unit 4 locations as long as they start and end in the same location EARLY: For 1 AP Early may move with 1 Confederate unit 4 locations as long as they start and end in the same location. Weather and Supply effects still apply to all above special abilities. 12. VICTORY 1862 and 1864: The player with the most VP at the end of turn 16 wins the game. Earning VP in 1862 and 1864: The Confederate player receives 1 VP any time an IN SUPPLY infantry unit is in a location north of the gray dotted line at the end of the Union player turn. In supply means that the unit can trace supply to Staunton. The Union player receives 1 VP any time an IN SUPPLY infantry unit is in a location south of the blue dotted line at the end of the Confederate player turn. In supply means that the unit can trace supply to Harpers Ferry for the Union. 1

14 The Confederates get 3 VPs once in the game for occupying Harpers Ferry at the end of the Union turn with an in supply infantry unit. Other than Shields in the 1862 game, if any other unit of a side ends their turn outside of the valley black dotted line, it is one VP for their opponent in 1862 and It is only one VP regardless of the number of units outside the Valley. In the 1862 game, the Shields unit can move in and out of the valley. Beginning on turn 4 if the Shields unit (S) does not end the Union turn in the Manassas location the Confederate player receives 1 VP. If the Jackson Leader unit ENDS a Confederate turn outside the black dotted Valley line, the Union receives 2 VP each turn this happens AUTOMATIC UNION VICTORY CONDITIONS: The Union player receives an automatic victory if the Jackson leader unit is eliminated AUTOMATIC UNION VICTORY CONDITIONS: The Union player receives an automatic victory if he has infantry units occupying Staunton AND Lynchburg AND no Confederate infantry units (in or out of supply) are north of the Confederate VP gray line. 13. SETUP This 1862 and 1864 games are 16 turns long. Union player sets up first in both games. The Confederate player is the first player in the 1862 game and the Union player is first in the 1864 game Campaign UNION UNITS F (12SP) Garrison (2SP) B (12SP) Garrison (4SP) Cavalry (2) M (6SP) S (12SP) SETUP LOCATIONS Moorefield Romney Strasburg Harpers Ferry Dry River Gap McDowell New Market CONFEDERATE UNITS SETUP LOCATIONS JO (4SP) Lebanon Springs 2 Garrison (2SP) Staunton Cavalry (2) Harrisonburg Jackson (Leader), JA (8SP) Port Republic EW (8SP) Conrad s Store 1864 Campaign UNION UNITS Sheridan (Leader) VI (12SP), VIII (10SP), XIX (10SP), Cavalry (3SP), Garrison (4SP) Garrison (2SP) SETUP LOCATIONS Harpers Ferry Martinsburg CONFEDERATE UNITS Early (Leader) EA A (8SP), EA B (8SP), VMI (2SP) Cavalry (3SP), 2 Garrison (2SP) SETUP LOCATIONS Strasburg Staunton 14. STRATEGY 1862 Campaign UNION PLAYER: You have no leaders with special abilities and a high commander rating with Lincoln s 9. The odds of coordinating all 3 of your big infantry units in one turn is low. What you do have is the ability to move 2 units that have as much SP as all of the Confederate units combined. A good strategy is to use Shields early when you can to try to catch Jackson or Ewell separate and pound them in a pitched battle. Between Shields, Fremont, Blenker, and Milroy, if you get 3 CAP in a turn you have the possibility of trapping Jackson and winning the game early. If that doesn t happen get Shields to Manassas and while keeping one command in Winchester try to push south towards Staunton and the blue line. Taking Staunton can cut Jackson s supply line and slow him. Use your numbers to your advantage to create several hammer s while you anvil is in Winchester or at worst Harper s Ferry. CONFEDERATE PLAYER: Oh what fun it is to be Stonewall in the Valley! You have superior mobility and you better use it. Threaten constantly to push north of the gray line for VP. In play testing this game frequently came down to a 1 VP difference between the two sides. When moving you constantly have to be aware of retreat routes for Jackson. Getting him trapped loses you the game. Much like the real campaign you have to constantly be threatening Harper s Ferry and always trying to use your superior mobility to strike and destroy a piece of the Union army. They have superior overall numbers but with your superior mobility you can normally hit a piece of the Union army somewhere that is at worst equal to your units Campaign UNION PLAYER: You have Sheridan and your goal is to be a juggernaut. You ve got superior numbers but a bit higher command rating of 8. With Sheridan you can move one unit 4 locations, with a big unit and the cavalry alone you can make a very strong mobile army. Using that ability to strike south to Staunton or even Lynchburg should be your goal. Leaving several units at or north of the gray line should prevent the Confederates from winning. CONFEDERATE PLAYER: You have Jubal Early. This is a difficult game for you. The only advantage you have is that your command rating is 1 better at 7 than Sheridan s at 8. Play defensively here looking to always have your units in a position that when you get the extra CAP you can strike a piece of the Union army. If you can destroy even one lone corps it could be a game changer. 2

15 JACKSON 1862 Union Replacement Location Confederate Replacement Location 3

16 SHERIDAN 1864 Union Replacement Location Confederate Replacement Location 4

17 Game specific rules for 1. INTRODUCTION Despite the initial success of the Confederate campaign, the loss of the battle at Gettysburg denied Lee the big picture strategic goal he had in mind at the outset. Moving into Maryland and Pennsylvania had taken the war out of Virginia for a campaign season. Northern towns were levied for supplies and money. If Lee had gotten back to Virginia after a long period in the north, perhaps capturing Harrisburg or Baltimore for even a short time, would have been a huge embarrassment for the Lincoln administration and could have had long reaching consequences with the 1864 election looming. However, the losses of over 30% of his army ended the campaign as a victory strategically and tactically for the Union. 4. COMMAND ACTION POINTS Each turn the Confederate player starts with 4 CAP, the Union player with 5 CAP. Hooker starts the game as the Union army commander. He may be replaced by Meade at a certain point in the game. Hooker s Union Army Commander Rating is 9. Meade s Union Army Commander Rating is an 7. Lee s Confederate Army Commander Rating is a SUPPLY The supply locations for the Union player are Harrisburg, Washington DC, and Baltimore. The supply location for the Confederate player is any friendly location south of the Potomac. 6. SEQUENCE OF PLAY Before CAP roll, players check to see if the Union Army Commander Hooker is replaced by Union Army Commander Meade. Once Meade is in command, this check is no longer needed. UNION ARMY COMMANDER CHANGE The turn after a Confederate unit crosses north of the Potomac River the Union player begins rolling one die, before the CAP roll to see if the Union Army Commander changes. If the modified die roll is 7 or more, Hooker is immediately replaced with Meade. The die roll is based on the number of Confederate units north of the Potomac. 1 is added to the die roll for each confederate unit north of the Potomac to a maximum of +4. Beginning the turn Meade takes command the Union player uses Meade s Army Commander Rating of 7 to see if the Union player receives an extra CAP. 8. REPLACEMENTS There are NO replacements in this game. 1

18 10. MOVEMENT RAIL CONTROL: Union control all rail lines north of the Rappahanock River. Confederates cannot do rail movement. 12. VICTORY The player with the most VP at the end of the game wins. The Confederate player receives 2 VP every turn there are at least 3 locations occupied north of the Potomac by an in supply Confederate infantry unit. The Confederate player also scores VP once for occupation of the following locations with an insupply infantry unit: Harrisburg 5 VP Baltimore 10 VP Washington DC 15 VP The Union player receives 2 VP every turn there are no Confederate infantry units north of the Potomac. Confederate count VPs for location occupation at the end of the Union turn, and the Union player counts his at the end of the Confederate turn. The Confederate player wins if a game turn ends and they have 20 net VP. This is totaled by Confederate VP less Union VP earned. 13. GAME SETUP Union player sets up first. The Confederate player is the first player in the turn sequence. This game is 16 turns. UNION UNITS SETUP LOCATIONS 3 Garrison units (2 SP) Winchester, Warrenton and [1 in each location] Harrisburg 2 Garrison units (4 SP) Harpers Ferry and [1 in each location] Washington DC Hooker (Leader) Units may be at one I (8SP), II (11SP), III (10SP), V (10SP), or more of these locations. VI (7SP), XI (7SP), XII (7SP), Elk Tavern and Falmouth Cavalry (3), Cavalry (2) The Meade leader unit starts off board until he replaces Hooker. CONFEDERATE UNITS Lee (Leader) I-A(8SP), I-B (8SP), II-A (10SP), II-B (10SP), III-A (8SP), III-B (8SP), Cavalry (3), Cavalry (2) SETUP LOCATIONS Units may be at one or more of these locations. Culpepper CH, Chancellorsville, Fredericksburg. 14. DESIGN AND HISTORICAL NOTES: Lee s goal in the Gettysburg campaign was to get the war out of Virginia for the summer and let the farmers harvest crops, as well as gather supplies from the north. A bonus would be the destruction of the Army of the Potomac or the capture of a major northern city. The victory conditions try to represent this strategy. The south must drive north to win, the condition of holding 3 or more locations will force the Confederate army to spread out (as they did historically to gather supplies from the various cities and towns). The Union leader command change rule represents the fact that the Lincoln administration had lost faith in Hooker, as Hooker himself had. Lincoln was looking for a reason to replace Hooker and once Lee started moving north that opportunity presented itself. An argument over the movement of the Harpers Ferry garrison lead to Hooker offering his resignation, which Lincoln readily accepted. After General Reynolds of the I corps refused command, General Meade from the Union V corps was given the command. There are no replacements in this game as the 3-year terms of enlistments for many units were expiring for the Union and many men did not want to reenlist as they felt it was becoming a lost cause. For the Confederates on the march they could not funnel troops along an extended supply line in Maryland and Pennsylvania. Strength wise the two armies were about as close as they were going to get. Physically Lee was beginning to have health issues, which were to plague him until the end of the war so it was not at his best during the whole campaign. With Lee s health and the Union command change the campaign was very well balanced with each side having opportunities to perhaps destroy pieces of the other. 15. STRATEGY The Union player will have to play cautiously and carefully while Hooker is in command. The Union player s victory conditions means that he cannot sit idly by while the Confederate player runs wild up north but must slowly maneuver keeping his army intact between Washington DC, Baltimore and the Confederate army. His job will be to protect Washington DC and Baltimore will get slightly easier once Meade takes command as the movement of an extra corps gives him the opportunity to catch a spread out Confederate player. Still, the Union corps are weaker than the Confederate and catching 2 Union corps with 2 Confederate corps gives the Confederate the opportunity to gobble up the Union piecemeal. The Union garrison in Harpers Ferry if not destroyed can be used to cut the Confederate supply line slowing their march north, or possibly cut off a Confederate retreat. The Confederate player must drive quickly north to deny the Union player the VP for not having units north of the Potomac. An early decision will be whether or not to spend the time attacking Harpers Ferry. Eliminating the garrison there clears your supply line well enough that it no longer becomes a concern. But a delay or excessive losses can be costly. Once north of the Potomac you must spread out trying to offset any early Union VP. If ahead you must maintain a presence north of the Potomac. If you are behind you must drive for the Union VP cities. 2

19 LEE S INVINCIBLES SETUP Setup in either of these locations Setup in any of these locations 3

20 ORDER OF BATTLE FOR LEE S INVINCIBLES BREAKDOWN OF INFANTRY REPLACEMENT BLOCKS FULL STRENGTH REDUCED STRENGTH BLOCKS FULL STRENGTH REDUCED STRENGTH BLOCKS Other Confederate Units Other Union Units 4

21 Game specific rules for 1. INTRODUCTION: Union General McClellan s 1862 Peninsula campaign to take Richmond was a move to bring an early end to the Civil War. His plan was to move up the Peninsula between the James and York rivers, besiege Richmond, and bring up his siege guns to overcome the defenses. But the emergence of Robert E. Lee who personally knew McClellan resulted in a stunning reversal for the Union when all seemed lost for the Confederacy. As McClellan s plans were countered by Lee, Lincoln became less and less confident of his general s ability. Lincoln withheld resources that McClellan demanded for his army around Richmond when Lee s bold moves threatened Washington. 2. GAME BOARD: You must own Grant s Gamble as the game board and units are needed to play McClellan Moves. The game boards from both games are aligned as shown on the McClellan Moves Setup. The McClellan Moves game board has two new charts; the Navy box and the McClellan Confidence Track. The Navy box is used to show the status for Union amphibious movement on the James and York River port locations. Union amphibious movement to port locations on the James (Norfolk, City Point, and Bermuda Hundred) and York (Yorktown and Whitehouse) is not allowed until the CSS Virginia is eliminated. The McClellan Confidence Track is used to show the status of Lincoln s confidence in General McClellan and its impact on units and actions available to the Union player. The road connecting Charles City and City Point across the James River can not be used by either side. 3. GAME UNITS: CONFEDERATE CSS VIRGINIA: The CSS Virginia unit is placed in the Navy box to show that the James and York River port locations are not available to the Union player for amphibious movement. Once this unit is eliminated, these port locations become available to the Union player. The CSS Virginia stays in play until defeated. The way it is defeated is the Union player must use CAP. Each turn before movement begins the Union player decides how much CAP he wants to spend towards eliminating the CSS Virginia. For each CAP he spends he rolls one die. A roll of 6 eliminates it s from the game and the York and James are open to Union amphibious movement immediately. UNION SIEGE GUNS: The unit moves 1 location per turn for 2 CAP. It can also be moved amphibiously from one controlled port to another controlled port for 2 CAP. When in battle it is placed in reserve and it negates the fortress bonus of Richmond and Petersburg and entrenchments for the Confederate player. It may reinforce a battle. Once in a battle it may voluntary retreat but is eliminated if it is forced to retreat. 4. COMMAND ACTION POINTS: Each turn the Confederate and Union player starts with 3 CAP. Both players can receive one extra CAP if successful during the CAP roll. Johnson s Confederate Army Commander Rating is an 8. Lee s is a 7. The Confederate CAP die roll is compared to his current Army Commander Rating. McClellan s Union Army Commander Rating is a 12 that changes based on the McClellan Confidence Track. His rating is reduced by the positive number above zero on the McClellan Confidence Track. For example if the track number is 3 his rating becomes a 9 and so forth. If the McClellan Confidence Track falls below zero his Commander Rating is not affected (it stays a 12). CONFEDERATE ARMY COMMAND CHANGE Lee immediately replaces the Johnson leader unit when a Union unit is within 1 locations of Richmond or McClellan s command rating is 8 or less at the start of a turn. 5. SUPPLY: The supply location for the Union player is any controlled port location. The supply location for the Confederate player is Richmond. 7. WEATHER ROLL The weather is rain on a die roll of 5 or REPLACEMENTS Each side gets 1 replacement point every even numbered turn. 9. CAP ROLL McClellan s Union Army Commander Rating is a 12 that changes based on the McClellan Confidence Track. His rating is reduced by the positive number above zero on the McClellan Confidence Track. The Union player places a marker on the McClellan Confidence Track to show its affect on the Union player. 1

22 10. MOVEMENT: UNION I CORPS: The two Union I corps units (A and B) that start the game in Falmouth can not move until the Confederate Jackson unit enters the game, they are attacked, or the McClellan Confidence Track reaches 6. When this occurs the Union player has the opportunity to begin moving both Union I corps units in Falmouth on his next turn by rolling a die. On a roll of 1 or 2 they enter the game. If unsuccessful, on the next turn they begin moving on a 1 thru 4 roll. If unsuccessful, on the next turn and each turn thereafter a roll of 1 thru 5 allows these units to move. CONFEDERATE JACKSON UNIT: (represented by the Confederate II corps from Grant s Gamble 8SP unit maximum strength in this game) This unit is off board to start the game. The Confederate player can bring it into the game on any Confederate turn it chooses and it starts in Louisa CH or Richmond. It can move the turn it is placed. RAIL MOVEMENT: Rail movement is not allowed for the Union player. The Confederate player can use all railroads south of the Rappahannock River. LEE S SPECIAL ABILITY: Reaction Movement, any and all units in a location with Lee can react to any Union moves in locations adjacent to them. This includes defended and undefended adjacent locations. The reactions can be one unit at a time or all at once or any combination the Confederate player chooses. For example Lee and three units are in Chancellorsville. One Confederate unit is defending Fredericksburg. The Union moves two units to attack Fredericksburg. The units with Lee could all move to Fredericksburg but the Confederate player only sends one unit in reaction, leaving two in Chancellorsville with Lee. The Union player moves three units to Orange CH which is open and undefended by Confederate units. Lee reacts and sends one unit to stop the Union movement and battle. He could have sent two units but decided to keep one in Chancellorsville to defend that location. Lee and units with him can only react once in a Union turn. 11. BATTLES If the Union Siege Guns unit is present at a battle (in reserve) it negates any benefit the Confederate units receive from entrenchments and fortress locations. SPECIAL LEADER ABILITIES: Johnston and McClellan can voluntary retreat without retreat fire from the opponent. LEE S SPECIAL ABILITY IN BATTLE: In battles where the Lee leader is present in reserve the Confederate player can re-roll one failed moral roll of one unit each battle round. 12. VICTORY The goal of General McClellan in this campaign was to take Richmond. Therefore, the Union player wins the game at any time he occupies Richmond at the end of the Confederate player turn. The Confederate player wins if he prevents the Union player from achieving this by the end of game turn 16. ALTERNATE VICTORY POINT WIN: Players can choose to play the game for Victory Points instead of the Richmond take all goal. In the VP win the player with the most VPs after 16 turns wins the game. VP are earned as follows: The player that holds Richmond at the end of turn 16 receives 4 VP. The Union player receives VPs equal to numbers above zero on the McClellan Confidence Track. The Confederate receives VPs equal to the numbers below zero on the McClellan Confidence Track. Each Infantry Corps block (not Garrisons) that must be replaced or eliminated is equal to 1 VP to the opposing player. An example is if the Union IV corps 8 SP block was replaced by the IV corps 4 SP block, then the Confederate player would be earn 1 VP. 13. GAME SETUP This battle is 16 turns long running from May through July The Confederate sets up first, the Union moves first. Note that the units outlined in black are from Grant s Gamble. The McClellan Confidence Track starts at zero. The Confederate CSS Virginia unit is placed in the Navy box. THE MCCLELLAN CONFIDENCE TRACK: Place a spare block as a marker on the zero spot. Each game turn the marker is moved up or down based on the events listed below: CSS Virginia defeated adds 1 to the track. Union wins a battle by Confederate voluntary or forced retreat adds 1 to the track. Confederates win a battle by Union voluntary retreat reduces 1 to the track. A forced Union retreat reduces 2 to the track. Jackson unit enters the game reduces 1 to the track. Union I corps enters game, adds 1 to the track. Union occupies Yorktown, adds 1 to the track. 15. STRATEGY UNION STRATEGY: The Union strategy is to avoid losing battles so the McClellan Confidence track can grow and increase opportunities for the Union player. Richmond can not be taken easily with out the siege guns unit. An early elimination of the CSS Virginia will facilitate that greatly. Once the CSS Virginia is eliminated the siege guns are in place concentrate your army for a direct assault on Richmond. CONFEDERATE STRATEGY: The Confederates wanted to avoid the siege guns at all cost. To prevent this from happening you will be forced to counterattack the Union army at some point. If possible, early is better than later. Part of the decision is when to bring the Jackson unit into play so you can possibly outnumber the Union forces in select locations. 2

23 THE CHESAPEAKE BAY MCCLELLAN MOVES SETUP Union Replacement Location Jackson (II corps) starts off-board and is placed either in Louisa CH or Richmond when he enters the game. Confederate Replacement Location Urbana Navy Gloucester CH YORK RIVER Yorktown McClellan Confidence Track JAMES RIVER 1 Ft. Monroe 0 Smithfield -1-2 Norfolk -3-4 Suffolk

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