GCACW Series Rules 1.3

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The document provides an overview of the Great Campaigns of the American Civil War board game series, including the standardized rules and scenarios included in different modules.

Some of the games included in the series are Stonewall Jackson's Way, Here Come the Rebels!, Roads to Gettysburg, Stonewall in the Valley, and Atlanta Is Ours. The series spans from 1992 to 2018 and contains over 10 volumes.

There are several levels of entrenchment ranging from Abatis to Fort Complete, each providing increasing combat bonuses. Units can improve their entrenchment during recovery phases. Higher entrenchment also reduces effects of fatigue and demoralization.

Great Campaigns of

the American Civil War


Standard Basic Game Rules
Version 1.3

“Baptism at Manassas” by Keith Rocco


Great Campaigns of the American Civil War

Welcome in blue text). Once they have skimmed this rulebook for changes, they can
proceed directly into the specific rulebook for the game they intend to play
Welcome to the Great Campaigns of the American Civil War, an award- - Atlanta Is Ours, Here Come the Rebels, Roads to Gettysburg, or Rebels in the
winning series of games featuring all of the operations from some of the White House. and try any of the included scenarios.
most famous campaigns of the war. Each Great Campaigns module includes
a series of Basic Game scenarios that represent key engagements of one or For newcomers to the series, we recommend that you first read this GCACW
more days within the longer campaign. Each module also includes one or Standard Basic Game Rules booklet through Section 11.0 (Demoralization).
more Advanced Game scenarios that depict extended periods of operational Then read the rule updates included at the start of the rulebook of the game
maneuver and combat within one of these campaigns. Each module comes you intend to play (e.g. Atlanta Is Ours). The first scenario you should try to
with one or more detailed maps portraying the campaign area as it was during play is any one turn scenario in the specific game you wish to play (e.g. “The
the 1860s, drawn primarily from Civil War period maps. Opportunity of a Lifetime” in Atlanta Is Ours).
This GCACW Standard Basic Game Rules booklet is being released with the We hope you enjoy exploring these campaigns with us!
next games in the series: Atlanta Is Ours and the re-designs of Here Come the
Rebels, Roads to Gettysburg, and Rebels in the White House. Veterans of earlier
games in the series will recognize the standardized rules in this booklet and
will be able to scan its content looking for updated information (highlighted

GCACW TWENTY-TWO YEARS LATER


by Joseph Balkoski
The idea for The Great Campaigns of the Civil War came to me in early 1991, when I was working for the U.S. Army as a historian, just as a harsh winter
melted away into a glorious spring, and I managed to work out a ten-day break from the office with nothing on my mind other than driving the country
roads of northern Virginia and enjoying the fresh warm weather. It has been my passion since childhood to explore Civil War sites wherever I could find
them, and on this particular journey I purposefully held to no agenda other than a resolution to get off the beaten path and find places I had never seen be-
fore. That was a challenge, as in decades of travel I had seen a lot. So, armed with detailed 1:100,000 U.S. Geological Survey maps, I set out to do just that.
In truth, I don’t remember much of the trip now except the overriding memory that more than a century of time had changed the landscape remarkably
little. Several epiphanies struck me, among them one that I related long ago in the original edition of the Stonewall Jackson’s Way rulebook, when I sat on
the banks of Kelly’s Ford and contemplated what made some Civil War generals great and others so pedestrian. A secret of battlefield success, I concluded,
was bringing troops to the field in advantageous ways, by means of expeditious movements, knowledge of the road network, deceit, and sometimes just
plain luck. No one, in my view, had successfully brought out those elements of the Civil War in a wargame; by the end of the vacation I was resolved to try.
I recall driving nearly to the top of Clark’s Mountain and hoofing it the rest of the way to the peak. Not only was the panorama spectacular, but armed with
a pair of good binoculars—and luckily under a clear blue sky—I could make out dozens of terrain landmarks within a radius of twenty-five miles or so, all
of which figured vitally in Civil War campaigns between 1862 and 1864. This was both chilling and exhilarating to me, and the memory, which still lingers
prominently in my psyche, provided just the inspiration I needed to get the project going.
I am so profoundly satisfied that the original germ of an idea from long ago has grown so brilliantly, thanks to the dedication and toil of so many people,
into one of the most enduring series of wargames produced in the history of our hobby. Even more satisfying is the obvious enjoyment and educational
value the games have provided to countless devotees, along with the firm conviction that the Great Campaigns of the Civil War still has a bright future with
plenty of new titles and subjects to look forward to.
Thanks to all: the designers, developers, artists, testers, and above all players, who have sustained the series now for twenty-two years, far longer than I
would ever have dreamed when I stood on top of Clark’s Mountain in 1991. The series has been a vital part of my life, and with luck will continue to be for
another couple of decades. Happy gaming!
February 2013

Just as it did in the 1860s, Clark Mountain offers a sweeping view of Virginia’s Civil War landscape, from
Culpeper (left of frame) to the Wilderness (right of frame) and points north beyond the Rapidan River.
Photo Credit: Mike Morones

2 © Multi–Man Publishing, Inc. 2018


Great Campaigns of the American Civil War

Table of Contents Jackson.................................................................................................... 14


Types Of Attacks ................................................................................. 14
GCACW Standard Basic Game Rules, Version 1.3 .......................4 Assault Action ..................................................................................... 14
1.0 Introduction ..........................................................................4 Rain ........................................................................................................ 14
2.0 Basic Game Concepts ............................................................4 Demoralization–2 .............................................................................. 14
2.1 Game Components .............................................................................. 4 Flank Attacks ....................................................................................... 14
2.2 Playing Pieces ......................................................................................... 4 Combat Example................................................................................. 15
Military Units ........................................................................................ 4 7.5 Combat Results ................................................................................... 15
Leaders .................................................................................................... 4 Letter Results ....................................................................................... 15
Informational Markers.......................................................................... 5 Number Results ................................................................................... 16
Sample Units........................................................................................... 5 Applying Results ................................................................................. 16
2.3 The Map................................................................................................... 5 Entrenchments And Combat Values .............................................. 16
Major Terrain ......................................................................................... 5 Unit And Leader Elimination .......................................................... 16
Special Hex/Hexside Features ............................................................ 6 7.6 Retreats, Routs, and Advances ......................................................... 16
2.4 Zones of Control .................................................................................. 6 Retreat Restrictions ............................................................................ 16
2.5 Command Radius ................................................................................. 6 Retreat Priorities ................................................................................. 16
2.6 Abbreviations ......................................................................................... 6 Overriding Retreat Priorities ............................................................ 17
Manpower Loss ................................................................................... 17
3.0 Basic Game Sequence Of Play ...............................................6
Basic Retreat Principles ..................................................................... 17
1. Random Events Phase ................................................................................. 6
Retreats Into Enemy-Occupied Hexes ........................................... 17
2. Leader Transfer Phase ................................................................................. 6
Defender’s Retreat Option ................................................................ 17
3. The Action Cycle ......................................................................................... 6
Advance After Combat ...................................................................... 17
Action Phase........................................................................................... 6
7.7 Cavalry Retreat .................................................................................... 17
4. Recovery Phase ............................................................................................. 6
Performing A Cavalry Retreat .......................................................... 17
5. Turn Indication Phase ................................................................................ 6
Cavalry Stacked With Other Units ................................................ 18
4.0 The Action Cycle ...................................................................6 Multiple Cavalry Retreats ................................................................. 18
4.1 The Action Phase .................................................................................. 6 7.8 Refusing Flanks ................................................................................... 18
4.2 The Initiative Segment ......................................................................... 6 Effects Of Flanks Refused Markers ................................................. 18
Passing ..................................................................................................... 6 Removal Of Flanks Refused Markers ............................................. 18
4.3 Activation Segment .............................................................................. 6 8.0 Recovery ..............................................................................18
4.4 Ending the Action Cycle ..................................................................... 7
9.0 Entrenchments ....................................................................18
5.0 Actions ...................................................................................7
Building Entrenchments .................................................................... 19
5.1 March ...................................................................................................... 7
Entrenchments (1861): AGA............................................................ 19
Extended March .................................................................................... 7
Entrenchments (1862): SJW, HCR, SIV, And OTR .................. 19
Force March ........................................................................................... 7
1862 Entrenchment Procedure: ...................................................... 19
5.2 Activate Leader ...................................................................................... 7
Entrenchments (1863): SLB, RTG And BAC ............................. 19
5.3 Assault ..................................................................................................... 9
1863 Entrenchment Procedure: ...................................................... 19
5.4 Burn RR Station .................................................................................... 9
Entrenchments (1864): GTC, AIO, RWH ................................... 19
Who May Burn RR Stations ............................................................... 9
1864 Entrenchment Procedure: ...................................................... 19
Procedure ................................................................................................ 9
Removing Entrenchments ................................................................. 19
5.5 Entrenchment ........................................................................................ 9
Effects Of Entrenchments ................................................................. 19
Who May Entrench .............................................................................. 9
Flank Attacks Against Redoubt Hexes .......................................... 19
6.0 March And Movement ........................................................10 10.0 Bridges, Dams, And Ferries .................................................20
6.1 Rules of Marching ............................................................................... 10
10.1 Pontoon Bridges .................................................................................. 20
Movement ............................................................................................ 10
Building Pontoon Bridges ................................................................. 20
Attack .................................................................................................... 10
Pontoon Bridge Restrictions ............................................................ 20
6.2 Rules of Movement ............................................................................. 10
Pontoon Bridge Construction ......................................................... 20
6.3 Leader Movement ............................................................................... 11
Construction Die Roll Modifiers..................................................... 20
Leader Transfer .................................................................................... 11
10.2 Destroying Bridges and Ferries ........................................................ 20
6.4 Stacking ................................................................................................. 11
Destroying Pontoon Bridges ............................................................ 20
Force Markers ...................................................................................... 11
Dismantling .......................................................................................... 21
6.5 Fatigue Levels ....................................................................................... 11
Destroying Permanent Bridges And Ferries .................................. 21
7.0 Combat ................................................................................11 Destroyed Permanent Bridge/Ferry Effects .................................. 21
7.1 Attacks ................................................................................................... 11 10.3 Repairing Permanent Bridges and Ferries ...................................... 21
Targets Of Attacks .............................................................................. 11 Repair Restrictions ............................................................................. 21
Participation In Attacks ..................................................................... 11 Repair Procedure ................................................................................. 21
Participation In Defense .................................................................... 11 11.0 Demoralization ...................................................................22
Attack Restrictions ............................................................................. 11
Effects Of Demoralization –1 .......................................................... 22
Attack Procedure (Marching Unit Only) ...................................... 12
Effects Of Demoralization –2 .......................................................... 22
Attack Procedure (Assault Action Only) ...................................... 12
Removal Of Demoralization Markers ............................................ 22
Grand Assault ...................................................................................... 12
7.2 Combat Values .................................................................................... 13
12.0 R ain .....................................................................................22
7.3 Artillery Values .................................................................................... 13 Rain ........................................................................................................ 22
7.4 Combat Die Roll Modifiers .............................................................. 13 Rain Effects .......................................................................................... 22
Ratio Modifier ..................................................................................... 13 River Fordability ................................................................................. 22
Tactical Modifier ................................................................................. 13 Minor River Rain Number Table .................................................... 22
Artillery Modifier ............................................................................... 13 Major River Rain Number Table ..................................................... 23
Artillery Modifier Summary ............................................................. 13 Unfordability Effects .......................................................................... 23
Terrain ................................................................................................... 14 Limited Intelligence (Optional Rule)..........................................23
Lee (Not In RTG) ............................................................................... 14
Longstreet ............................................................................................. 14

403 Headquarters Drive, Suite 8, Millersville, MD 21108 3


Great Campaigns of the American Civil War

GCACW Standard Basic Game Rules, Version 1.3 2.2 Playing Pieces
The following types of playing pieces (or counters) are used in the game: military
1.0 Introduction units, leaders and informational markers.
The purpose of this manual is to serve as a guide to playing Basic Game scenarios for
any of the games that have been published to date in the Great Campaigns of the Military Units
American Civil War (GCACW) series. The games published so far in the series are Each player controls a set of military units. These are usually identified
listed below (in order of publication), along with the three-letter abbreviation for by their commanding officer, who is listed by name on the counter
each game. These abbreviations are used throughout this manual. (e.g., “Ward”). Some small units. however, are simply identified by
• Stonewall Jackson’s Way (SJW) [Original Publication] regiment (e.g., “10 GA”—the 10th Georgia Infantry). Units also have
designations on each side of the organizational symbol (the colored
• Here Come The Rebels! (HCR) rectangle in the middle of the counter) identifying the corps and/or the division to
• Roads to Gettysburg (RTG) which the unit belongs. For example, the Union “XX” designation means the unit
belongs to the Twentieth Corps; the Confederate “M-W” designation means the
• Stonewall in the Valley (SIV)
unit belongs to Wheeler’s Corps, Morgan’s Division. Union infantry units also have
• Stonewall’s Last Battle (SLB) a numerical division designation on the right side of the organizational symbol,
• On to Richmond! (OTR) which is used for informational purposes only. For example in the counter for Ward
above means this is the 3rd division in his corps.
• Grant Takes Command (GTC)
Military units come in five different sizes:
• Battle Above the Clouds (BAC)
II = Squadron (Union only) III = Regiment
• All Green Alike (AGA) X = Brigade XX = Division
• Stonewall Jackson’s Way (SJW) [redesign republication] X+ = Demi-Division (Confederate only)
• Atlanta Is Ours (AIO) The demi-division was not a true military organization, although several
• Here Come the Rebels! (HCR) [redesign publication] Confederate reports from early 1862 used that term. It is an aggregation of 2 to 4
brigades from the same division and is appropriate for the early period of the war,
• Roads to Gettysburg (RTG) [redesign publication] when Confederate leaders could not easily control divisions with up to 16,000 men.
• Rebels in the White House (RWH) [redesign publication] Military units are divided into three types:
Two modules were also published in the Skirmisher #2 magazine:
• Burnside Takes Command (BTC)
L Cavalry I Infantry # Artillery
Military units have two values printed on their counters: the Tactical value,
• Rebels in the White House (RWH) representing the military competence of the unit’s commander and troops; and the
The first six games in the series were each published with their own rule booklet Artillery value, representing the number of artillery batteries attached to that unit.
that contained minor changes in Basic Game rules from one game to the next. The Military units have two sides: the front (“normal”) side and the reverse (“exhaust-
Basic Game rules for the series were then standardized with the publication of the ed”) side. The exhausted side is marked by a white stripe across the top of the unit.
Standard Series Rules Upgrade Kit in Issue #1 of the GCACW Gamer’s Guide, The
Skirmisher. This kit itemized the changes required to bring each game in line with Leaders
the official common set of rules. Since the Basic Game rules have been standardized,
each subsequent game in the series has included a Standard Basic Game rule book There are four types of leaders in the GCACW series. A leader may never occupy
(such as this manual) and a separate set of rules that are unique to that campaign. a hex by itself. It must always be stacked with a friendly, subordinate military unit.
The first version of the Standard Basic Game rules appeared in Grant Takes The unique characteristics of each leader (and the proper way to identify their
Command. These rules have only had minor revisions in games published since counters) are described in the sections below.
then. The new designation for the standard rules that are included herein are the Army Leaders: Army leaders have only a single number on their coun-
GCACW Standard Basic Game Rules, Version 1.3. The rules that have been added ters, which is their Command value. Army leaders are used to initiate
or modified for Version 1.3 are shown in blue text for ease of identification. grand assaults, and in Advanced Game scenarios of some games in the
Since these rule sections are the most recent version of the Standard Series Rules series they can perform the Activate Army Leader action. They must be
(“Standard Rules”), they should also be used to update the rules in Sections 2.0 to attached to a subordinate infantry (not cavalry or artillery) unit at all times. Army
12.0 for the first six games in the series. Please note that the special rules and setups leaders are present for both players in every game except SIV and AGA.
for each scenario still must be referenced from the rule booklet that was originally District Leaders: District leaders are distinguished by the presence of
published with each game. The Upgrade Kit in The Skirmisher also contained 130 a colored star on their counter. Like corps and division leaders, district
updated counters that are needed to convert the first five games in the series to the leader counters contain two numbers: a Tactical value and a Command
Standard Rules. Note: the various notes and leader counters for SJW, HCR, and value. District leaders are hybrid units that are used to both activate
RTG contained in Skirmisher 1 should not be used when playing the republished units for movement and assault (like corps and division leaders) and initiate grand
version of SJW, HCR, and RTG; these items are already included in the republica- assaults (like army leaders). District leaders may not perform the Activate Army
tion. Leader action. They must be attached to a subordinate infantry (not cavalry or artil-
Although these Standard Rules enhance the realism and enjoyment of the series, lery) unit at all times. District leaders are found leading the forces in a side theater
particularly the early volumes, their use slightly increases the complexity of play. that was not large enough historically to warrant the deployment of an entire army
Although this manual’s rules are considered “official”, it is entirely understandable (such as SIV or the GTC side theaters). Note: Not all games have District Leaders.
that some players may prefer to play the games strictly as originally written. Before Corps and Division Leaders: Corps and division leader counters con-
starting play of any GCACW game, players must agree whether or not these tain two numbers: a Tactical value and a Command value, but no red
Standard Rules will be employed. It is recommended that if these rules are used, star. Players must check the “Size” column in the scenario setup to deter-
they be used in their entirety, not selectively. However, rules listed as “optional” may mine which leaders with these two numbers are corps leaders and
be used selectively. which are division leaders. Corps and division leaders are used to both activate units
for movement and to initiate assaults. Corps and division leaders must be attached
2.0 Basic Game Concepts to a subordinate unit belonging to the same corps or division at all times. This sub-
One person is chosen as the Union player and the other as the Confederate player. ordinate unit can be of any type (infantry, cavalry, or artillery), depending on the
However, playing the game solitaire presents no special difficulties. composition of the units in that corps or division. Some combination of corps and/
or division leaders are present for both players in every game in the series. Some
2.1 Game Components corps may even have both corps and division leaders present; in this case some units
may be activated by either the corps or division leader at the player’s discretion.
The components differ from one game to the next in the Great Campaigns series.
Consult the original rule booklet for each game to find the list of components for
that title in the series.

4 © Multi–Man Publishing, Inc. 2018


Great Campaigns of the American Civil War

Informational Markers
Strength Markers:A military unit must always possess a Sample Units
single Strength marker. A Strength marker has a front (or-
ganized) and a reverse (disorganized) side. The organized The sample units depicted below are for the game AIO; similar graphics are
side has a single number from 1 to 21, which is both its used in HCR, RTG, and RWH. For previous games in the series, refer to the
“Manpower value” and “Combat value.” The disorganized side has two numbers: rules included with a particular game for the unit style used in that game.
a smaller number in value (1/2 to 14), which is its Combat value; and a larger
number in value (1 to 21), which is its Manpower value. Strength markers never Army Leader Corps or Division Leader
function by themselves; they must always be assigned to a military unit. At the start Name
Name
of a scenario, a Strength marker of the correct Manpower value is placed underneath Army Organization
a unit on its organized side. Wherever a unit goes, its Strength marker accompanies
it. A maximum of one Strength marker may be assigned to a unit at a time. As a unit
suffers losses, its marker changes. A player may examine his opponent’s Strength
markers at any time. Leaders never possess Strength markers. Command
Portrait Command Portrait Value
Although Strength markers can have numbers from 1 to 21, in most games in the Value Tactical
series, players are limited to a maximum Manpower value that is less than 21. Value

Game Maximum Manpower Value


RTG 17 Military Unit (Infantry)
Front Back (Exhausted)
SIV 8 Size Name
OTR 21 Organization Symbol
BAC 14 Exhaustion
Indicator
AGA 7
Tactical Artillery
AIO 16 Value Value

All others 18
Fatigue Markers: As military units move and fight, they become
“fatigued.” Fatigue is represented in five “Fatigue levels” from 0 to 4.
Military units must always be at one of these levels. Fatigue markers are Military Unit (Cavalry)
placed underneath a unit’s Strength marker. As the unit’s Fatigue level Front Back (Exhausted)
changes, its Fatigue marker is adjusted. A unit at Fatigue level 0 does not possess a Size Name
Fatigue marker—the lack of such a marker indicates Level 0. Leaders never possess
Fatigue markers. Organization Symbol
Exhaustion
2.3 The Map Indicator

Tactical Artillery
Major Terrain Value Value
Each land hex on the map is classified as one of nine major terrain types: clear, roll-
ing, rough, woods, city, swamp, provisional swamp, hill, or mountain. Each terrain
type has its own Movement Point cost, listed on the Terrain Chart, which military
units pay to enter the hex. Clear, rolling and hill hexes have distinctive base colors:
light yellow for clear, light green for rolling, and orange for hills. Other hexes can be Military Unit (Artillery)
recognized by special symbology: Front Back (Exhausted)
• a green “brush” pattern for rough Size Name
• a dark green “forest” pattern for woods Organization Symbol
• a gray “grid” pattern for city Exhaustion
Indicator
• a light green “marsh” pattern for provisional swamps
Tactical Artillery
• a highlight to the provisional swamp for permanent swamp hexes (in OTR Value Value
and GTC this highlight is given by making the swamps a darker green; in
all other games the permanent swamp hexes have a silvery-blue highlight
applied)
• a brown “elevated land” pattern for mountain., and
• a tan pattern for hills. Strength Marker
A hex is rough even if its green “brush” pattern is sparse. Likewise a hex does not Front (Organized) Back (Disorganized)
have to be fully covered with a forest pattern to be woods or a grid pattern to be city.
If a hex has more than one of the major terrain types listed above, for all game
purposes the hex is treated as if it only has the terrain type listed last in the list. For
example, a hex with both mountain and woods is treated as a mountain hex since
mountain is after woods in the list order. Manpower Manpower
and Combat Combat Value
Only whole hexes are playable. Partial hexes are not playable for any game purpose, Value Value
they are considered off-map.

403 Headquarters Drive, Suite 8, Millersville, MD 21108 5


Great Campaigns of the American Civil War

Special Hex/Hexside Features • In all other games, the Confederate Player wins initiative.
A number of terrain types appear along hexsides, such as rivers, creeks, ridges, fords,
bridges, ferries, dams, and county borders. Several types of special terrain appear B. Activation Segment: The player who has taken initiative must perform
within a hex, such as villages, RR stations, pikes, roads, landings and redoubts, a single action with an eligible leader or unit. At the end of an Activation
but these have no effect on a hex’s major terrain classification. Woods Hexside: A Segment, the players return to the Initiative Segment and a new Action
“woods hexside” is a hexside between a woods hex and any other hex (including Phase begins. Players continue to perform Action Phases indefinitely until
another woods hex). The hexside itself does not have to be covered with a forest both players pass in the same Action Phase (see 4.4).
pattern to be considered a woods hexside.
4. Recovery Phase
2.4 Zones of Control
Eligible units may entrench, build bridges, repair bridges and ferries, and recover
A military unit, regardless of its status, exerts a Zone of Control (ZOC) into each from fatigue, disorganization, exhaustion, and demoralization.
of the six adjacent hexes surrounding it. Exceptions: ZOC extend across major or
minor river hexsides only at fords, dams, ferries, or bridges. Also, ZOC extend into 5. Turn Indication Phase
and out of swamp and mountain hexes only across hexsides crossed by a road, pike,
RR or trail. Finally, ZOC do not extend across all-water hexsides. The Turn marker is advanced one box on the Turn Record Track and the players
begin a new turn.
Restricted ZOC: If a unit exerts a ZOC across
a woods hexside (see definition above), and no Exceptions: Occasionally, an individual Basic Game scenario might draw on one or
road, pike, RR or trail traverses that hexside, the more rules sections from the Advanced Game rules for that volume. In these situ-
Hex hex into which that ZOC is exerted is referred to ations, additional phases may be added to the sequence of play after the Random
A Events Phase.
as a “restricted ZOC.” Non-restricted ZOC are
Unit sometimes referred to as “normal” ZOC. Unless
otherwise specified, restricted ZOC hexes function 4.0 The Action Cycle
like normal ZOC. Every turn has a single Action Cycle of indefinite length.
Unit Hex A Shaded hexes represent the unit’s 6
Zone of Control hexes. 4.1 The Action Phase
If a hexside between the unit’s hex and Hex A were a woods hexside (see above), An Action Cycle consists of a variable number of Action Phases. Each Action Phase
and no road, pike, RR or trail traversed that hexside, Hex A would be a “restricted” is composed of an Initiative Segment and an Activation Segment. As soon as a
ZOC hex. player completes an action in the Activation Segment, a new Action Phase begins.
Action Phases continue indefinitely until conditions for ending the Action Cycle
2.5 Command Radius are fulfilled.
Sometimes a leader must trace a “command radius” between itself and subordinate 4.2 The Initiative Segment
units or another leader. A command radius is a path of three or fewer contiguous
hexes between a leader’s hex (exclusive) to a unit’s hex (inclusive). Terrain is During this segment, both players roll a die. The player with the highest roll wins. If
irrelevant when a leader traces a command radius— the three-hex path may enter both players roll the same number, special considerations may apply:
any type of hex or cross any hexside. A command radius may not enter an enemy-
• In BAC and AIO, either the Union or Confederate player may win initiative
occupied hex or an enemy ZOC. (It may enter an enemy ZOC hex if that hex is
depending on the specific number rolled. Insubordination may also occur in
occupied by a friendly unit.) The hex occupied by a leader is considered within its
BAC. Check the BAC or AIO Basic Game Rules for more details.
own command radius.
• In all other games, the Confederate Player wins initiative.
2.6 Abbreviations In some games, such as all OTR scenarios and the GTC Grand Campaign game,
Art: Artillery MP: Movement Points players must note the number on the winning die. In such games, this number is
Brig: Brigade Org: Organized used to determine which units are eligible for activation with that initiative; see
Cav: Cavalry Regt: Regiment 5.2 for an example. If one player has no units eligible for activation in an Initiative
Cmd: Command RR: Railroad Segment, his opponent automatically wins, and the dice are not rolled. (Exception:
Disorg: Disorganized Sub: Substitute In some scenarios, the turn may end early or Insubordination may occur on certain
Div: Division VP: Victory Points tied initiative rolls. In these scenarios, both players must roll the dice in each
Dmorlze: Demoralized ZOC: Zone of Control Initiative Segment, even if one player has no units eligible for activation. If the player
Inf: Infantry who has no eligible units wins the roll, he must pass.) The winning player must
choose one of the following two options:
3.0 Basic Game Sequence Of Play • Take Initiative: He may take the initiative, thereby obligating him to
perform an action in the subsequent Activation Segment;
Each turn is performed according to a Sequence of Play:
• Pass: He may “pass,” automatically yielding initiative to his opponent.
1. Random Events Phase A player who lost the initiative roll but who has initiative yielded to him by a “pass”
Two dice are rolled; the players consult the Random Events Table. (Random must choose one of the following two options:
events are only used in a Basic Game scenario if the scenario specifically calls for it.) • Take Initiative: He may take the initiative, thereby obligating him to
perform an action in the subsequent Activation Segment;
2. Leader Transfer Phase
• Pass: He may “pass,” automatically ending the Action Cycle.
Leaders may be transferred from one subordinate unit to another.
Passing
3. The Action Cycle
If the player who wins the initiative roll passes, he does nothing. His opponent must
Action Phase then either take the initiative or pass. If the opponent also passes, the Action Cycle
ends.
A. Initiative Segment: Both players roll a die. The player with the higher roll
wins. The winner must take initiative or pass (see 4.2). If both players roll 4.3 Activation Segment
the same number, special considerations apply.
The player who takes initiative must perform a single action with an eligible unit or
• In BAC and AIO, either the Union or Confederate player may win leader in the Activation Segment. The counter selected for this action is called the
initiative depending on the specific number rolled. Insubordination “active unit” or “active leader.” The player controlling this unit/leader is called the
may also occur in BAC. Check the BAC or AIO Basic Game Rules for “active player.”
more details.

6 © Multi–Man Publishing, Inc. 2018


Great Campaigns of the American Civil War

4.4 Ending the Action Cycle its Fatigue Level 4 marker.) The player does not consult the Extended March
Table. If a unit at Fatigue Level 4 marches, it may not also force march.
As soon as a player completes an action in an Activation Segment, a new Action
Phase begins. Action Phases repeat indefinitely in an Action Cycle until both play- Extended March
ers pass in the same Action Phase. Thus, an Action Cycle ends when the player who
wins the initiative roll passes, and his opponent— who is given the choice of taking If a unit on its normal side marches and its fatigue increase brings it to Fatigue Level
initiative or passing—also passes. The Action Cycle also ends when both players 3 or 4, the action is an “extended march.” If a unit on its exhausted side marches and
have no units eligible for activation; or if a player passes when his opponent has no its fatigue increase brings it to Fatigue Level 2, 3 or 4, the action is also an “extended
units eligible for activation. When an Action Cycle ends, proceed to the Recovery march.” Before proceeding to Step 3 of the march procedure, the active player rolls
Phase. a die and consults the Extended March Table (see Charts & Tables handout). This
roll may be modified. If the unit’s Strength marker is organized, the modified roll
is cross-referenced with the “Organized” column. If the unit’s Strength marker is
5.0 Actions disorganized, the modified roll is cross-referenced with the “Disorganized” column
The player who takes initiative must perform a single action in the Activation corresponding to its current Manpower value. There are three possible results:
Segment with one of his units or leaders. There are five types of actions:
NE: No effect; the extended march has no effect on the active unit.
• March D: Disorganized; the unit’s Strength marker is flipped to its
• Activate Leader disorganized side.
• Assault 1/2/3: The unit’s Manpower value is reduced by 1, 2, or 3. The unit’s
• Burn RR Station (not in SIV or OTR) new Strength marker is placed on its disorganized side.
• Entrenchment (1863 or later) As long as it is not eliminated by the result, the active unit resumes its march after
determining the effects of its extended march.
5.1 March Example: If, in RTG, a Union unit on its exhausted side that does not belong to the
Only a single unit (not a leader) may be chosen to perform a March action. A unit Army of the Potomac performs a march, and that march brings the unit to a new
is eligible to march only if it is currently at a Fatigue Level of 3 or less—it may not Fatigue Level of 3, that march is an extended march. The Union player consults
march if it is at Fatigue Level 4. The unit’s Strength marker may be organized or the Extended March Table, adding 3 to his die roll. (+2 because the unit does not
disorganized. A unit may march more than once per turn, but never more than belong to the Army of the Potomac; +1 because the march increased the exhausted
once per Action Phase. A March is performed as follows: unit’s Fatigue Level from 2 to 3.)
1. The player with initiative selects one eligible unit anywhere on the map. The Force March
unit’s Movement Allowance is calculated as follows:
A player may enhance his active unit’s Movement Allowance by declaring a “Force
• Union Infantry or Artillery Unit: The Union player rolls one die. The March.” A force march may only be declared in Step 3 of the March procedure. An
result is the unit’s Movement Allowance. active unit may force march only if its Strength marker is currently on its organized
• Confederate Infantry or Artillery Unit: The Confederate Player side. Artillery units can never force march. To conduct a force march, follow this
rolls one die. The die roll is increased by 1. The modified die roll is procedure:
the unit’s Movement Allowance. Exception: In OTR and AGA, the 1. Flip the unit’s Strength marker to its disorganized side.
Confederate Player rolls one die (but does not increase the roll by
1). The result is the unit’s Movement Allowance, although the unit’s 2. If an infantry unit force marches, roll one die and subtract 1 from the roll.
minimum Movement Allowance is 2, even if the roll is 1. If a cavalry unit force marches, roll two dice and subtract 1 from the dice
sum. The result is the number of MP added to the active unit’s Movement
• Union Cavalry Unit: The Union player rolls two dice. The sum of the Allowance as determined in Step 1 of the March procedure. The minimum
dice is the unit’s Movement Allowance. MP bonus gained by an infantry unit’s force march is 2, even if the modified
• Confederate Cavalry Unit: The Confederate player rolls two dice. roll is 0 or 1. The minimum MP bonus gained by a cavalry unit’s force
The sum of the dice is increased by 1. The modified dice roll is the march is 4, even if the modified roll is 1, 2, or 3.
unit’s Movement Allowance. 3. If the unmodified roll in Step 2 is 6 (for infantry), the active unit’s
2. The chosen unit’s Fatigue Level is increased by one. The unit gains a new Manpower Value is reduced by two; if the unmodified roll in Step 2 is from
Fatigue marker (or has an existing marker flipped over) to reflect the change. 2 to 5 (for infantry) or 8 or more (for cavalry), the active unit’s Manpower
If this march brings a unit on its normal side to a new Fatigue Level of 3 or Value is reduced by one. New Strength markers are placed on their disorga-
4, or a unit on its exhausted side to a new Fatigue Level of 2, 3 or 4, it is an nized sides. If the unmodified roll in Step 2 is 1 (for infantry) or 7 or less (for
“extended march,” and the player must consult the Extended March Table. cavalry), the active unit’s Manpower Value is unaffected.
Note: Before proceeding to Step 3, enemy cavalry units in the active unit’s March Example: The Union player takes initiative and declares a march with
ZOC may perform a cavalry retreat (see 7.7). Newton’s division, which currently is exhausted at Fatigue Level 1 with an orga-
nized Strength marker (Manpower/ Combat value of 7). The Union player rolls a
die to determine Newton’s Movement Allowance, obtaining a 3. Newton’s Fatigue
3. An eligible unit may enhance its Movement Allowance by making a “force
Level is increased to 2, indicating that an extended march is in effect because of his
march.” The Movement Points (MP) gained by a force march are added
exhaustion. The Union player rolls a die, obtaining a 4, and consults the Extended
to the Movement Allowance calculated in Step 1 to determine a final
March Table, cross-referencing 4 with the “Organized” column. One is added to the
Movement Allowance. If no force march is performed, the unit’s final
roll because Newton is a Union unit. The result is “NE,” so Newton is unaffected
Movement Allowance is the number determined in Step 1.
by the extended march. (Had Newton’s march brought his Fatigue Level to 3
instead of 2, the Union player’s die roll of 4 would have been further modified
4. Place the “Active Movement Allowance” marker on the Movement to 6, and the result would have been “D” [Disorganized].” In this case Newton’s
Track in the box corresponding to the unit’s final Movement organized Strength marker would have been flipped to its disorganized side.) The
Allowance. Union player decides to force march Newton, which is permissible because of his
organized Strength marker. He flips Newton’s Strength marker to its disorganized
side and rolls a die, obtaining a 1. This is reduced by 1 to 0, but the minimum MP
5. The unit performs its march. As it expends MP, the Active Movement bonus in an infantry force march is 2. Thus, Newton’s final Movement Allowance is
Allowance marker is adjusted downward. The march ends when the marker 5 (3 + 2). The Active Movement Allowance marker is placed in the “5” box on the
reaches 0 or the active player states that the action is over. If the marker Movement Track. Newton does not suffer Manpower value loss due to the force
reaches 0 due to an attack, the action does not end until the attack is march because the unmodified force march die roll was 1.
resolved.
5.2 Activate Leader
(Optional) A unit at Fatigue Level 4 may be selected in Step 1 of a March
action if its Strength marker is organized. If a unit at Fatigue Level 4 marches, The “activate leader” action enables a player to perform one or more consecutive
its Strength marker is automatically flipped to its disorganized side. (It retains march actions with eligible military units in the same Action Phase. The following

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Great Campaigns of the American Civil War

actions may not be performed in an Activate Leader action: Assault, Burn RR • Confederate Infantry Leaders: The Confederate player rolls one
Station, and (in Advanced Game scenarios) RR or amphibious embarking and die. The result is increased by 2. (Exception: The result is increased
movement. Only one district, division, or corps leader at a time may be chosen for by 1 in OTR and AGA). The modified roll is the leader’s Movement
activation. A leader is eligible for activation only if one or more units within his Allowance.
command radius belonging to his command are at a Fatigue Level of 3 or less. A • Confederate Cavalry Division Leaders: The Confederate player rolls
leader activation is performed as follows: two dice. The sum of the dice is increased by 2. The modified roll is the
1. The player with initiative selects an eligible leader anywhere on the map. leader’s Movement Allowance.
• Confederate Cavalry Corps Leaders : The Confederate player rolls
two dice. The sum of the dice is increased by 3. The modified roll is the
2. The player with initiative must select one or more units belong-
leader’s Movement Allowance.
ing to the active leader’s command that are situated within the
leader’s command radius (other than the leader itself ). All of
the units selected to participate in an activate leader action must 4. The leader’s Movement Allowance determined in Step 3 is used
be at a Fatigue Level of 3 or less. Place a Union or Confederate by every unit selected for participation in the leader activation.
“Leader Activation” marker on top of each unit selected. The player is not Place the “Leader Movement Allowance” marker on the
obligated to select every eligible unit within the leader’s command radius, Movement Track in the box corresponding to this number.
although he may do so. He must select at least one. In all games there will Do not move the marker from this box for the duration of the
be units that do not belong to any leader’s command. (Example: Union leader activation, as it serves to remind the players of the leader’s Movement
cavalry units in SIV, OTR, SJW, HCR, SLB and AGA do not belong to a Allowance.
command since there are no Union cavalry leaders in those games). These
units may not be selected to join an activate leader action. They may only
perform march and entrenchment actions individually. The following are 5. The active leader may transfer to any hex occupied by a subordinate unit
special exceptions to this rule: selected in Step 2. This transfer is voluntary and may only take place before
any units march. If a transfer is undertaken, place the leader directly on top
Exceptions: of the unit to which it transfers. A leader may not transfer to an artillery
1. Artillery units in all games may be selected to join in an Activate unit selected in Step 2 that is not part of the leader’s command. If more than
Leader action of any non-cavalry leader, even though they do not one subordinate unit occupies the same hex as the active leader, the owning
belong to the active leader’s command. player must designate at this time which unit the leader will be attached to
In 1864, or in 1863 if playing with the “Entrenchment” action optional rule, during this action (see 6.3).
the player must declare whether each unit selected will march or entrench. This
designation must occur in Step 2 of this procedure, prior to the calculation of
the Movement Allowance. The player is free to have some units march and 6. The active player chooses a single unit to perform a march or entrenchment
others entrench during a single Activate Leader action. action. The chosen unit must have been selected in Step 2 (i.e. it must have
a Leader Activation marker, which is now removed). The unit must choose
(Optional) A unit at Fatigue Level 4 may be selected to march (not entrench) in the same action (march or entrenchment) that was designated for the unit
Step 2 of an Activate Leader action if its Strength marker is organized. If a unit in Step 2. The chosen unit’s Fatigue Level is immediately increased by one.
at Fatigue Level 4 marches, its Strength marker is automatically flipped to its The unit gains a new Fatigue marker (or has an existing marker flipped over)
disorganized side. (It retains its Fatigue Level 4 marker.) The player does not consult to reflect the change.
the Extended March Table. If a unit at Fatigue Level 4 marches, it may not also If the unit is entrenching, it follows the procedure outlined in Section 5.5.
force march. After following the entrenchment procedure, skip Steps 7 and 8 and pick up
Special Rule For On To Richmond this procedure at Step 9.
If the unit is marching, it uses the active leader’s Movement Allowance
In OTR, if the Union player is performing the Activate Leader action, he is limited calculated in Step 3. If this march brings a unit on its normal side to a new
in the number of units he may select by the number he rolled during the just- Fatigue Level of 3 or 4, or a unit on its exhausted side to a new Fatigue Level
completed Initiative Segment of the current Action Phase: of 2, 3, or 4, it is an “extended march,” and the player consults the Extended
March Table (see Charts & Tables handout). (Before proceeding to Step 7
Union Die Roll Result but after rolling for extended march, enemy cavalry units in the marching
unit’s ZOC may perform a cavalry retreat; see 7.7).
1 to 4 Union player may select only 1 eligible unit
5 Union player may select 2 eligible units 7. An eligible unit may enhance its Movement Allowance by making a “force
march” (see Force March rules). The MP gained by a force march are added
6 Union player may select any number of eligible units to the leader’s Movement Allowance calculated in Step 3 to determine the
Note: If the Confederate player won the initiative roll in the current Action Phase unit’s final Movement Allowance. Place the “Active Movement Allowance”
but passed, the Union player may select any number of eligible units in a leader marker on the Movement Track in the box corresponding to this number.
activation regardless of the number he rolled in the Initiative Segment. Also, if the If no force march is performed, the Active Movement Allowance marker
Union player has taken initiative in the current Action Phase without an initiative is placed in the same box as the active leader’s Movement Allowance
dice roll (which is possible if the Confederate player has no units eligible for activa- calculated in Step 3.
tion), the Union player may select any number of eligible units in a leader activation.
3. The active leader’s Movement Allowance is calculated as follows: 8. The unit performs its march. As it expends MP, the Active Movement
• Union Infantry Leaders: The Union player rolls one die. The result is Allowance marker is adjusted downward. The march ends when the marker
increased by 1. The modified roll is the leader’s Movement Allowance. reaches 0 or the active player states that the march is over. If the marker
Exception: In SIV, OTR and AGA, the Union Player rolls one die reaches 0 due to an attack, the march does not end until the attack is
(but does not increase the roll by 1). The result is the unit’s Movement resolved.
Allowance, although the unit’s minimum Movement Allowance is 2, Units activated by cavalry division leaders are limited by the following rule.
even if the roll is 1. Only the first cavalry unit to march as part of an Activate Leader action
• Union Cavalry Division Leaders: The Union player rolls two dice. initiated by a cavalry division leader may conduct an attack. The second
The sum of the dice is increased by 1. The modified roll is the leader’s or any subsequent cavalry unit to march in an Activate Leader action may
Movement Allowance. not attack. Thus, a maximum of one cavalry unit may attack in an Activate
Leader action initiated by a cavalry division leader. There is no such limita-
• Union Cavalry Corps Leaders: The Union player rolls two dice. tion in an Activate Leader action initiated by a cavalry corps leader.
The sum of the dice is increased by 2. The modified roll is the leader’s
Movement Allowance.

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Great Campaigns of the American Civil War

9. The active player now repeats Steps 6, 7, and 8 for each unit chosen to 5.5 Entrenchment
participate in the leader activation in Step 2. The player must perform Steps
6, 7, and 8 for each unit selected in Step 2; units may not withdraw from the Who May Entrench
action (although they are not obligated to move or attack). Each unit must
perform Steps 6, 7, and 8 a maximum of once per leader activation. A unit In any 1864 or later scenario, or in a 1863 scenario if this Entrenchment
must complete its march or entrenchment before another unit begins its Action optional rule is used by mutual consent of the players, players may add
action. The leader activation ends when each unit with a Leader Activation an “Entrenchment” action to the menu of actions available to active units.
marker has completed Steps 6, 7, and 8. Entrenchment actions may be performed by units marching individually or as part
of an Activate Leader action. Entrenching during the Action Cycle is always in
Leader Activation Example: The Union player takes initiative and declares an addition to normal entrenchment rules. Eligible units may still entrench in Step 1 of
“Activate Leader” action with Logan. Four divisions are situated within Logan’s the Recovery Phase.
command radius: Osterhaus (Fatigue Level 4), ML Smith (FL 0), Harrow (FL
1), and Veatch (part of XVI Corps). All four divisions are on their normal sides. Entrenchment Action Restrictions: The unit must meet all the following condi-
Osterhaus is not eligible to participate because he is at FL4; Veatch may not tions to be selected for an Entrenchment action:
participate because he is part of XVI Corps. Thus, only ML Smith and Harrow • It must be a military unit (not a leader)
are eligible to participate and the Union player chooses them both. He places a
Leader Activation marker on both units. The Union player rolls a die, obtaining • It must be at a Fatigue Level of 0, 1, or 2 if the year is 1863 (Fatigue Level 0,
a 4. Since the movement allowance is one die plus one, the Leader Movement 1, 2 , or 3 in 1864). Units may not perform entrenchment actions if the year
Allowance marker is placed in the “5” box of the Movement Track, where it remains is 1862 or earlier.
for the duration of the action. Logan, who is currently stacked with ML Smith, • It must not be demoralized. (It may be exhausted, and its Strength marker
now transfers to Harrow’s hex. The Union Player performs a march action with may be disorganized.)
Harrow, whose Leader Activation marker is removed. Harrow’s FL is increased to
2, so an extended march is not in effect. No force march is performed, so the Active • It must not already possess a completed Fort marker.
Movement Allowance is placed in the “5” box in the Movement Track. Harrow’s Note: A unit may perform more than one Entrenchment Action per turn,
march ends when the Active Movement Allowance marker reaches 0. Next, the assuming it is eligible.
Union Player performs a march action with ML Smith. He repeats the procedure Entrenchment Action Procedure:
that he followed for Harrow (remove the Leader Activation marker, increase FL,
place the Active Movement Allowance marker, and perform the march). The If an entrenchment action is declared, the active player follows one of the following
Leader Activation now ends and a new Action Phase begins. two procedures, depending on the year of the game.
5.3 Assault (Optional) 1863 Procedure:

An “assault” action enables a district, division, or corps leader to attack a single, 1. The active unit’s Fatigue Level is increased by two. (An extended march
adjacent, enemy-occupied hex with a group of subordinate units rather than never occurs as a result of an Entrenchment action.)
attacking with each individually. Only one leader at a time may be chosen for an 2. The player places an Entrenchment marker on the active unit (or adjusts an
assault. A leader is eligible for an assault only if one or more subordinate units in the existing Entrenchment marker) as follows:
leader’s hex have a Fatigue Level of 3 or less. MP are not used in an assault, and the • If the active unit does not currently possess an Entrenchment marker,
active player does not roll a die to determine a Movement Allowance. Assaults are place a Breastwork–Build marker atop the unit.
explained in detail in the combat section (see 7.1). • If the active unit already possesses a Breastwork–Build marker, flip the
marker to its Complete side (or, if using an RTG Breastwork marker,
5.4 Burn RR Station change it from a sideways to a normal alignment).
Who May Burn RR Stations • If the active unit already possesses a completed Breastwork marker,
place a Fort–Build marker atop the unit.
Only a single military unit (not a leader) may be chosen to perform a
burn RR station action. A unit is eligible for this action if it occupies • If the active unit already possesses a Fort–Build marker, flip the marker
a RR station hex and is at a Fatigue Level of 3 or less; it may not be to its Complete side.
chosen if it is at Fatigue Level 4. The unit’s Strength marker may be 3. The Entrenchment action ends, and a new Action Phase (or the next action
organized or disorganized, but it must have a Combat Value (not in an Activate Leader action) begins.
Manpower Value) of 2 or more. Units in SIV and OTR may not burn
RR stations. 1864 Procedure:
1. The active unit’s Fatigue Level is increased by one. (An extended march
Procedure never occurs as a result of an Entrenchment action).
The player with initiative selects a single eligible unit anywhere on the map. The 2. The player places an Entrenchment marker on the active unit (or adjusts an
chosen unit’s Fatigue Level is immediately increased by one. The units gains a new existing Entrenchment marker) as follows:
Fatigue marker (or has an existing marker flipped over) to reflect the change. An • If the active unit does not currently possess an Entrenchment marker,
extended march never occurs as a result of a burn RR station action, even if the unit place an Abatis marker atop the unit. Exception: If an active unit is
goes to a new Fatigue Level of 2, 3, or 4. in a redoubt hex (that it is eligible to benefit from – see 9.0), place a
If the unit’s Combat Value is 2, 3, or 4, place a Damage marker in the RR station Breastwork-Build marker atop the unit.
hex; if the unit’s Combat Value is 5 or more, place a Destroy marker in the hex. The • If the active unit already possesses an Abatis marker, flip the marker to
presence of other friendly units in the hex has no effect on the type of marker placed its Breastwork-Build side.
in the RR station hex. The action is now over and a new Action Phase begins.
• If the active unit already possesses a Breastwork-Build marker, place a
Damage/Destroy markers remain in place for the duration of the game. Breastworks marker atop the unit.
(Exception: Damage/Destroy markers may be removed in the Advanced Game in
some of the volumes in the series). However, an existing Damage marker is flipped • If the active unit already possesses a Breastworks marker, flip the
over to its Destroy side at the moment a unit with a Combat Value of 5 or more marker to its Fort-Build-1 side.
performs a burn RR station action in that hex. An existing Damage marker is unaf- • If the active unit already possesses a Fort-Build-1 marker, place a Fort-
fected if a unit with a Combat Value of 2, 3, or 4 performs a burn RR station action Build-2 marker atop the unit.
in that hex. A Destroy marker is unaffected if other units later perform a burn RR • If the active unit already possesses a Fort-Build-2 marker, flip the
station action in that hex. marker to its Fort-Complete side.
3. The Entrenchment Action ends, and a new Action Phase (or the next
action in an Activate Leader action) begins.

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Great Campaigns of the American Civil War

6.0 March And Movement must pay a MP penalty (simulating the use of boats to cross). The unit’s Manpower
value is divided by 3 (drop fractions). The result is the MP penalty to cross the ferry.
6.1 Rules of Marching This penalty is in addition to the normal MP cost to enter the hex on the far side of
the ferry (typically road movement cost).
A marching unit may move and/or attack.
In SIV and SLB ferries were not official terrain features although they were labeled
Movement on the maps. When using the GCACW Standard Rules in those two games, only
Berry’s Ferry (SIV M5608) is now considered a ferry.
A unit moves from hex to adjacent hex, expending a number of Movement Points
(MP) equal to the cost of the major terrain in the hex entered (see the Terrain Note: All fords labeled as ferries on the Potomac River are NOT considered ferries.
Chart). A marching unit can expend some, all, or none of its MP (unused MP They remain fords in the GCACW Standard Rules
may not be saved from march to march, nor may they be transferred between Creeks: Creek hexsides do not affect movement. Units may cross them at no special
units). As a unit expends MPs, the Active Movement Allowance marker is adjusted MP cost.
downward on the Movement Track. The unit may no longer move when the
marker reaches 0. Water: Units may not enter water hexes.

Attack Enemy-Occupied Hexes: A unit may not enter a hex occupied by enemy units (but
see 7.6).
Attacks (except for assaults) are part of the march procedure. A marching unit may Enter Enemy Zone of Control: A unit must stop its movement at the moment it
attack any single adjacent hex occupied by enemy units. There are four types of at- enters an enemy normal ZOC hex from a hex that is not in an enemy normal ZOC.
tacks, each of which expends a different number of MP. (The MP cost also varies for The unit must then either attack or end its march. If the unit attacks successfully
infantry and cavalry units.) A unit may not attack if it does not possess the requisite (i.e., it does not receive a “D,” “F,” “f,” or “E” combat result), it is allowed to continue
MP. The four attacks and their MP costs are: its march by moving and/or attacking. (However, if after a successful attack it still
• Column of Route: 0 MP (for both infantry and cavalry)* occupies an enemy normal ZOC, it again must either attack or end the march.) A
unit must stop upon entering an enemy normal ZOC even if that ZOC is occupied
• Hasty: 1 MP for infantry; 2 MP for cavalry
by a friendly unit. If a unit enters an enemy cavalry unit’s normal ZOC and the
• Normal: 2 MP for infantry; 4 MP for cavalry enemy unit performs a cavalry retreat, the unit may continue its march. A unit may
• Prepared: 4 MP for infantry; 8 MP for cavalry not refuse flanks (7.8) when entering an enemy normal ZOC; however, it may
refuse flanks if it marches in place in an enemy normal ZOC. In scenarios allowing
* A column of route attack may not be declared if a unit’s Movement Allowance Detachment (Advanced Game scenarios and Basic Game scenarios that specifically
is 0; it may only be used if the unit has a Movement Allowance of 1 or more at allow Detachment), a unit may detach a substitute when entering an enemy normal
the moment of declaration. ZOC.
Note: The defender’s terrain does not affect an attack’s MP cost. The four types of Exit Enemy Zone of Control: An active unit may not exit an enemy normal ZOC
attacks listed above are used only for units attacking in a march—they are not used hex unless it starts its march in an enemy normal ZOC hex and its first activity is to
in an assault. exit that ZOC:
6.2 Rules of Movement • ZOC to non-ZOC: If it moves from an enemy normal ZOC hex directly
to a hex that is not in an enemy normal ZOC, it pays normal MP costs
Roads, Pikes, Railroads: If a unit enters a hex through a hexside crossed by a road, plus 1 MP to enter that hex. Assuming the unit has MP remaining, it may
pike, or railroad (RR), it ignores the cost of the hex’s major terrain and instead continue its march.
pays 1 MP. Unfinished railroads are treated as roads (not railroads) for all game
purposes. • ZOC to ZOC: If it moves directly from one enemy normal ZOC hex to
another, it ignores the hex’s MP cost and instead pays a cost equal to the
Trails: If a unit enters a mountain hex through a hexside crossed by a trail, it unit’s entire Movement Allowance. This penalty applies even if the enemy
expends 2 MP. If a unit enters a non-mountain hex through a hexside crossed by a normal ZOC hex entered is occupied by a friendly unit and even if the
trail, it expends 1 MP. two enemy ZOC emanate from different enemy units not in the same hex.
Mountains: A unit may never enter or exit a mountain hex unless this move is Since the unit then has 0 MP left, its march is over and it may not attack.
performed across a hexside crossed by a road, pike, trail, or railroad. (Even though a hex’s normal MP cost is ignored, a unit may still not enter
or exit a mountain or swamp hex—except by road, pike, RR or trail—or
Ridge: If a unit enters a hex across a ridge hexside, it must expend an additional 1 cross a major/minor river hexside, except by ford, bridge, dam, or ferry.) If a
MP above the normal cost for entering the hex . This applies even if the hexside is unit moves directly from one enemy normal ZOC hex to another and the
crossed by a road, pike, trail, or RR. and regardless of the direction of movement two hexes are not connected by a road, pike, RR or trail, the unit’s Strength
(i.e. there is a penalty both when moving up and when moving down the ridge). marker is flipped to its disorganized side. (If it is already disorganized,
Swamps: A unit may never enter or exit a swamp hex unless this move is performed reduce the Strength marker’s Manpower value by 1.) Disorganization or
across a hexside crossed by a road, pike, or RR. Provisional swamp hexes function in loss is not applied if the unit moves from one enemy normal ZOC hex to
all respects as rough hexes except in rain turns, when they convert to normal swamp another and the two hexes are connected by a road, pike, RR or trail. A unit
hexes (see 12.0). may neither attack nor refuse flanks (7.8) when moving directly from one
enemy normal ZOC to another enemy normal ZOC.
Rivers: A unit may not cross a major or minor river hexside except at a bridge, dam, Restricted ZOC: “Restricted” ZOC hexes—those into which a ZOC is exerted
ferry, or ford. A unit crossing a bridge, dam, or ford pays no MP penalty. (The MP across a woods hexside not containing a road, pike, RR or trail (see 2.4)—do not
cost of the major terrain in the hex entered is negated if the bridge, dam, or ford is affect movement in any way.
crossed by a road, pike, or RR—and the road, pike, or RR MP cost is used instead.)
Enter Friendly-Occupied Hex: An active infantry or artillery unit must pay a
Dams: Dams are considered indestructible bridges in all GCACW games. A unit penalty of 1 or more additional MP to enter a hex occupied by one or more friendly
may cross a dam over a major or minor river with no movement point penalty, even infantry and/or artillery units with a combined Combat value of 3 or more. The
in a rain turn, just as if it were a bridge. Unlike bridges, dams may not be destroyed. penalty is based on the terrain and the combined Combat value (ignoring the
In SLB, dams were not official terrain features although they were labeled on the effects of any entrenchments) in the hex entered:
maps. When using the GCACW Standard Rules in SLB, any ford over major or
minor rivers labeled on the map as a “dam” is now considered a dam instead of a
ford. The following are the only dams in SLB: Combined Terrain
Combat Clear, Rolling, Swamp, Woods,
• Occoquan Dam (SLB S5304)
Value Rough, Hill, City Mountain
• Scott’s Dam Ford (SLB S3526)
Note: Strider’s Dam (SIV N4322) is not a dam. 2 or less No Effect No Effect
Ferries: A unit may cross a ferry over a minor river in non–rain turns with no MP 3 to 11 +1 MP +3 MP
penalty, just as if it were a ford. However, at a major river ferry on any turn (regard-
less of weather), or at a minor river ferry in a rain turn or while unfordable, the unit 12 or more +2 MP +4 MP

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A cavalry unit never pays these MP penalties and does not trigger them if a friendly 6.4 Stacking
infantry/artillery unit marches into its hex.
An unlimited number of friendly units and leaders may occupy the same hex at a
Note: The combined Combat value may fall exactly between two rows of the chart given time.
above (e.g., 11.5). If so, round the value up.
Cavalry Retreat: When an active infantry unit moves into the normal ZOC of an Force Markers
enemy cavalry unit—before the active player declares an attack—the cavalry unit Since stacks of counters are unwieldy, players should use
may make a cavalry retreat (see 7.7). substitute counters called “Force markers” when they have
Minimum 1 Hex Movement: As long as a unit does not attack during its march, more than two units per hex. Each player has his own
it may always move at least one hex—even if its Movement Allowance is not set of Force markers and a corresponding Force Display.
sufficient for it to enter an adjacent hex. Exception: A unit may still not enter or Each Force marker is identified by number and has a corresponding box on the
exit a mountain or swamp hex (except by road, pike, RR or trail), or cross a major display. A player may remove an unwieldy stack of counters from the map at any
or minor river hexside (except at a bridge, dam, ford, or ferry). If an enemy cavalry time and place the units, leaders, and markers comprising this stack in an empty box
retreat reduces an active unit’s Movement Allowance to 0 before it has moved in its of the display. (Place units and markers in separate piles so they may be viewed at a
march, it may still move one hex. If a unit begins a march adjacent to a ferry hexside glance.) Then the Force marker corresponding to this box is placed on the map in
and does not have enough MP to cross due to the ferry MP penalty, it may cross the hex formerly occupied by the stack. All units and leaders comprising a force are
that ferry hexside anyway using all of its available MP. considered to occupy the hex in which the Force marker is situated, and they exert
ZOC normally. Subject to normal marching rules, units and leaders may leave the
6.3 Leader Movement force and be placed back on the map at any time the owning player wishes. Units
may freely join a force if they end a march in the same hex as the marker. Force
A leader may never occupy a hex by itself; it must always be stacked with a markers have no effect on play. Players are not obligated to use them.
subordinate unit. A leader is considered “attached” to a unit with which it is stacked
and must move with that unit wherever it goes during a march—including retreat 6.5 Fatigue Levels
and advance after combat. More than one leader may be attached to the same unit
if they represent different levels within an organization (e.g. a division and corps A unit’s Fatigue Level is increased when it performs an action. It may also be
leader or a corps and army leader). However, if a leader is stacked in the same hex increased due to combat. A unit at Fatigue Level 4 may not perform an action,
with more than one subordinate unit and one of those units leaves the hex, the although it may defend and retreat due to combat. Players may wish to turn units
leader may accompany the departing unit or it may stay in the hex attached to one sideways when they reach Fatigue Level 4 so that they can see at a glance which
of the remaining units (and if one of the remaining units is already activated, it may units are no longer eligible for activation. (Exception: If playing with the optional
then move and bring the leader(s) along). But, a unit may never drop a leader off rule in Sections 5.1 and 5.2, units at Fatigue Level 4 may activate if their strength
onto other units and then continue its march or retreat. A leader may not move or marker is organized).
activate by itself, although it may “transfer.”
7.0 Combat
Leader Transfer
7.1 Attacks
A leader may transfer from unit-to-unit in two ways:
Only a unit performing a march or units participating in an assault action may
Leader Transfer Phase: During the Leader Transfer Phase, the owning player may attack.
transfer some, none, or all of his leaders from one subordinate unit to another. To
perform a transfer, the owning player must trace a path of contiguous hexes no more Targets Of Attacks
than 10 hexes in length from the leader’s hex (exclusive) to the hex occupied by
the unit to which the leader wishes to transfer (inclusive). This path may not enter An attacking unit (or group of units in an assault) may attack any single, adjacent hex
enemy-occupied hexes, but it may enter enemy ZOC. It may transit any terrain occupied by one or more enemy units. If the attacking unit is adjacent to more than
type, including swamps, mountains, and rivers. The Union player must perform one enemy-occupied hex, it may attack only one hex of the active player’s choice.
all desired transfers in the Leader Transfer Phase before the Confederate player
executes any leader transfers. Participation In Attacks
Activate Leader Action: Leaders may transfer during an “activate leader” action (see Attacks are never mandatory. In a march, only the active unit may attack. All other
5.2). Such a transfer may only be performed once per action, and only before units friendly units, even those stacked in the same hex as the active unit, never partici-
march. pate in the attack. A unit may attack more than once per march as long as it has the
requisite MP and does not suffer a prohibitive result on the Combat Results Table.
Army and District Leaders: Army and district leaders are subject to the following In an assault action, only subordinate units stacked in the same hex as the active
restrictions: leader may participate in the attack. (Exception: see “grand assault.”) A maximum
• They may transfer in the Leader Transfer Phase, but they may not attach to a of one attack may take place per assault action.
cavalry/artillery unit or cavalry leader.
Participation In Defense
• If a District Leader is the Active Leader then he can leader transfer per
section 5.2 step 5. All units in a hex being attacked must participate in that combat. The attacker may
• If they are situated in the same hex as an active leader performing an not single out a unit in the hex as a target, and the defender may not withhold units
Activate Leader action, they may transfer with the active leader in Step 5 of in the hex from combat.
the Activate Leader procedure, although they are not obligated to do so. If
an army/district leader transfers, it must transfer and attach to the same unit
Attack Restrictions
as the active leader. Rivers: An attack may not take place across a major or minor river hexside unless a
Exception: If the active leader is a cavalry leader, an army/district leader may not bridge, dam, ferry, or ford connects the attacker’s and defender’s hexes.
transfer in Step 5 of the Activate Leader procedure. Mountains and Swamps: An attack may not take place against a unit in a mountain
• If an army/district leader is stacked in the same hex as more than one or swamp hex unless the attacker’s and defender’s hexes are connected by a road,
infantry unit and one of those units leaves the hex (including an advance pike, RR or trail. A unit in a mountain or swamp hex may not attack an enemy unit
after combat), the army/district leader may accompany and attach to the unless the two hexes are connected by a road, pike, RR or trail.
departing infantry unit or it may stay in the hex attached to one of the Artillery: Artillery units performing march actions may not attack.
remaining infantry units.
Woods Hexsides: A unit may only attack across a “woods hexside” (see 2.3) if it
• An army/district leader is not obligated to be attached to an infantry unit to meets either of the following conditions:
which a non-army leader is also attached. The army/district leader may be
attached to an infantry unit by itself. • It starts the action in the hex from which the attack is made.
• There is a road, pike, RR or trail connecting the attacker’s and defender’s
hexes. In this case it is permissible for the active unit to have marched one or
more hexes before initiating the attack across the woods hexside.

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Attack Procedure (Marching Unit Only) 7. Determine Combat Values: The players determine their Combat values
and calculate the “ratio modifier” to the attacker’s die roll in Step 9.
A unit performing a march may attack as follows:
8. Determine Die Roll Modifiers: The players determine the “tactical”
1. Select Target: The active player states the attack’s target. and “artillery” modifiers and any other modifiers applying to the combat
2. Select Attack Type: The active player states his type of attack: column of (including the automatic +1 assault modifier; see 7.4).
route, hasty, normal, or prepared (see 6.1). Adjust the Active Movement 9. Roll Dice: The attacker and defender each roll a die, modifying their rolls
Allowance marker downward on the Movement Track by the attack’s MP as required. The defender’s modified roll is subtracted from the attacker’s
cost. modified roll. The players consult the Combat Chart and apply the results
3. Determine Combat Values: The players determine their Combat values (see 7.5). The action is over and a new Action Phase begins.
and calculate the “ratio modifier” to the attacker’s die roll in Step 5. Example: Corps leader Palmer (XIV Corps, Command value, 5) is performing
4. Determine Die Roll Modifiers: The players determine the “tactical” and an assault. He is stacked with two XIV Corps subordinate divisions (Johnson and
“artillery” modifiers and any other modifiers applying to the combat (see Baird). Both divisions are selected to participate in the assault in Step 1. The Union
7.4). player rolls a die, obtaining a 5. Subtracting 5 from Palmer’s Command value (5)
yields 0, indicating that the assault takes place—but with only one unit. The Union
5. Roll Dice: The attacker and defender each roll a die, modifying their rolls player retains Johnson and drops Baird from the assault. But both divisions have
as required. The defender’s modified roll is subtracted from the attacker’s their Fatigue Levels increased by one.
modified roll. The players consult the Combat Chart and apply the results
(see 7.5). Assault Die Roll Modifier: The following modifier applies to the active player’s
assault die roll in Step 5 of the assault procedure of any game with district leaders:
6. Continue Action: If the marching unit has remaining MP and the combat
result does not require it to end the action, it may continue to perform its -2: If the active leader is a district (not a corps or division) leader, subtract 2
march. If the unit has no more MP or the result calls for the march to end, from the assault die roll.
the action is over and a new Action Phase begins.
Note: Advanced Game assault die roll modifiers, such as SLB’s “Hooker Loses
Attack Procedure (Assault Action Only) Confidence” (SLB, 16.0) and OTR’s Union “Passive” Command Posture
(OTR, 18.0) are in effect in all applicable scenarios.
A corps, division or district leader may be selected for an assault only if one or
more subordinate units at Fatigue Level 3 or less are stacked with that leader. A Grand Assault
Movement Allowance is not calculated in an assault and MP are not used—thus,
the active player does not specify a type of attack (column of route, hasty, normal, A player may attempt a “grand assault” in Step 6 of the assault procedure only if all
prepared). An assault is performed as follows: of the following conditions are in effect:

1. Select Participants: The active player selects an eligible leader. Next he • Army or District Leader: A friendly army or district leader is situated within
chooses one or more units in the active leader’s hex belonging to the same the command radius of the active leader’s hex.
command as that leader. Each unit selected to participate in the action must • Eligible Hexes: One or more of the six hexes adjacent to the defender is
be at Fatigue Level 3 or less. eligible to join a grand assault. A hex is eligible to join a grand assault if both
Exception: A player may select one or more artillery units occupying the of the following conditions are met:
same hex as the active leader to participate in an assault even though the • It is adjacent to the defender (including the hex in which the assault
artillery units do not belong to the leader’s command. Note: an artillery unit action was initiated).
may never be the only unit in an assault. • It must be occupied by one or more of the attacker’s units which were
2. Increase Fatigue: Each unit selected to participate in the assault in Step 1 not selected to participate in the active leader’s assault, and at least one
has its Fatigue Level increased by one. Note: An “extended march” never of those units is at Fatigue Level 3 or less.
occurs as a result of an assault action, even if the unit goes to a new Fatigue
• Non-Cavalry Leader: The active leader initiating the current assault must
Level of 2, 3 or 4.
not be a cavalry leader.
3. Select Target: The active player states the target of the attack, which must
A maximum of one grand assault may be attempted per action, although an unlim-
be a single, adjacent, enemy-occupied hex.
ited number may be attempted per turn. A grand assault is attempted as follows:
4. Cavalry Retreat: The enemy player may conduct a cavalry retreat with
eligible units (see 7.7). 1. Roll for Command: The active player rolls a die. In the Basic Game of all
GCACW games, this roll is never modified. In some Advanced Games,
5. Roll for Command: The active player rolls a die. This roll may be modified. however, it may be modified (see below).
• If he rolls a 6 (before modification), the assault automatically ends. • If the modified roll is 6 or more, the grand assault does not take place.
Begin a new Action Phase—do not proceed to Step 6. The grand assault ends—return to Step 7 of the assault procedure.
• If the roll is 5 or less, apply any appropriate modifier to this roll (see • If the modified roll is 5 or less, subtract the number rolled from the
below), and subtract the modified number from the active leader’s army (or district) leader’s Command value. The result is the “Grand
Command value. The result is the “Assault Number.” If the Assault Assault Number.” If the Grand Assault Number is 0 or less, the grand
Number is less than 0, the assault ends. Begin a new Action Phase—do assault does not take place. Return to Step 7 of the assault procedure.
not proceed to Step 6. However, if the Assault Number is 0 or If, however, the Grand Assault Number is 1 or more, the grand assault
greater, the assault takes place—continue the assault procedure. The must take place. Proceed to Step 2.
Assault Number is the maximum number of attacking units that
may participate in the assault. (If the Assault Number is 0, one unit Note: Advanced Game grand assault die roll modifiers, such as SLB’s
must participate.) If the Assault Number is equal to or greater than the “Hooker Loses Confidence” (SLB, 16.0), and OTR’s Union “Passive”
number of units selected in Step 1, all the units selected in Step 1 (and Command Posture (OTR, 18.0) are in effect in all applicable scenarios.
no more) must participate in the assault. If the Assault Number is less 2. Select Eligible Hexes: From among the six hexes adjacent to the defender,
than the number of units selected in Step 1, the active player must the attacker must select a number of eligible hexes (not units) equal to or less
choose (from among the units selected in Step 1) a number of units to than the Grand Assault Number which he wishes to use in the grand assault.
employ which equals the assault number. (The assault must proceed, He must select at least one hex. An “eligible hex” is defined above.
even if the number of units actually employed is less than the number 3. Select Participants: In each hex selected in Step 2, the active player must
selected in Step 1.) Regardless of whether or not an assault takes place, select one or more eligible friendly units to join the grand assault. A unit is
all units selected to participate in Step 1, even if they ultimately are eligible to join a grand assault if it meets all the following conditions:
dropped from the assault, gain one Fatigue Level in Step 2.
• It has a Fatigue Level of 3 or less.
6. Attempt Grand Assault: The active player may attempt a “grand assault” • It must be eligible to participate in an attack as described in the
(see below). A successful grand assault allows additional units to participate “Attack Restrictions” rules.
in the attack. Even if a grand assault attempt fails, the assault must proceed • It must not have already been selected (successfully or unsuccessfully)
to Step 7. The active player cannot back out of the action. in Step 1 of the assault procedure.

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A unit’s command affiliation is irrelevant in this step. Any eligible unit, Ratio Modifier
regardless of its command (including all cavalry and artillery units) may join
in a grand assault. Note: The attacker may not back out of a grand assault The attacker’s die roll must be modified by the ratio modifier. To calculate this
once the grand assault procedure goes beyond Step 1. Each hex chosen by modifier, compare the attacker’s Combat value sum to the defender’s Combat value
the attacker in Step 2 must contribute at least one eligible unit to the grand sum and round this ratio down in favor of the defender to conform to one of the
assault. simplified ratios listed on the Ratio Chart. A modifier from –12 to +13 is listed
next to each ratio. This is the ratio modifier.
4. Increase Fatigue: Each unit selected in Step 3 of the grand assault procedure
has its Fatigue Level increased by one. An “extended march” never occurs as Tactical Modifier
a result of a grand assault, even if a unit goes to a Fatigue Level of 2, 3, or 4.
The attacker’s die roll is modified by the tactical modifier. To calculate this modifier,
5. Return to Assault Procedure: Return to Step 7 of the assault procedure. the defender determines the highest Tactical value among the units and leaders in
Each unit selected in Step 3 of the grand assault contributes its Combat and the defending hex. Meanwhile, the attacker makes the same determination among
Artillery values to the attacker’s totals in Steps 7 and 8 of the assault. his units and leaders participating in the attack. A leader may contribute its Tactical
Example: Hardee, in hex W3014, successfully initiates an assault on hex W2914. value to an attack only if it is stacked in the same hex as a subordinate attacking unit.
Army leader Johnston (Command value 4) is in hex W3117, within Hardee’s The defender’s Tactical value is subtracted from the attacker’s Tactical value. The
command radius. A non-active Confederate unit is in hex W3013 and another result is the tactical modifier, which is added to (or, if a negative number, subtracted
in W2813, both at Fatigue Level 2. Thus the Confederate player may attempt a from) the attacker’s die roll.
grand assault. He rolls a die, obtaining a 1. Thus, the Grand Assault Number is 3
(Johnston’s Command value [4] minus die roll [1] is 3). The grand assault must Some units have a split tactical, which consists of a number before and after a slash
take place. The Confederate player selects two eligible hexes, W3013 and W2813. in the tactical position on the counter. The number before the slash is the tactical
The non-active unit in each hex must be chosen to join the grand assault, and each modifier to use when the unit attacks; the number after the slash is the tactical
unit’s Fatigue Level is increased to 3. Both units contribute their Combat and modifier to use when the unit defends.
Artillery values to Hardee’s assault. In a March or Activate Leader action, a leader may contribute its Tactical value to
any attack made by a subordinate active unit in the leader’s hex, even if the attack is
7.2 Combat Values not being made by the unit to which the leader is attached.
Every military unit has a Combat value shown on its accompanying Strength However in an assault action, the tactical value of the leader initiating the assault is
marker. A unit’s Combat value varies depending on whether its Strength marker is always used, never the tactical value of a military unit or other leader.
organized or disorganized. If a unit’s Strength marker is organized, its Combat value
is simply the number shown on the marker. If a unit’s Strength marker is disorga- Artillery Modifier
nized, its Combat value is the smaller number in value. A unit with a disorganized
Strength marker may have a Combat value of 1/2. If so, this fraction is retained in The attacker’s die roll may be modified by the artillery modifier. (Note: If the de-
combat—it is not rounded up or down.) A unit’s Fatigue Level has no effect on its fender occupies a woods, city, mountain, or swamp hex, it is not necessary to deter-
Combat value. mine an artillery value differential because no artillery modifier can possibly apply
in that circumstance.) The attacker adds the Artillery values of all attacking units
In combat, the attacker and defender combine the Combat values of all their and subtracts the combined Artillery values of all defending units from this sum.
participating units. Players cannot withhold any part of their units’ Combat values. The result is the “Artillery Value Differential.” On the Artillery Modifier Summary,
To determine the Combat value of an attacking unit in a march action, simply use cross-index the appropriate Differential column with the line corresponding to the
that unit’s Combat value alone (no other units may join the attack). To determine terrain in the defender’s hex. The result (a positive or negative number, or no effect)
the final Combat value in an assault, combine the Combat values of all units is the artillery modifier that is applied to the attacker’s die roll. Some results call for
participating in that assault, and add in the Combat values of those units joining the attacker to roll the die to determine the final artillery modifier.
in a grand assault (if any). To determine the final Combat value of defending units,
combine the Combat values of all units in the defending hex. Special Cases:

Maximum Values: The maximum combined Combat Value of attacking and • If neither the attacker nor defender have Artillery values, no artillery modi-
defending units is limited as shown in the table below (note that there are different fier applies.
limits in OTR). In a grand assault, the limit shown below applies to each hex con- • If the defender’s Artillery value is 0, a negative artillery modifier is converted
taining attacking units, so the overall total from all hexes may exceed the number to “no effect.”
listed in the “Attacking” row below. • If the defender’s Artillery value is 1, a modifier of –2 is converted to –1.

Situation OTR Other Games Artillery Modifier Summary

Attacking 70 80 Artillery Value Differential...


(Attacker’s Artillery Value Minus Defender’s Artillery Value)
Defending 60 70
Defender’s Terrain –4 or Less –3 to +1 +2 to +4 +5 to +7 +8 or more
At least one-half defending units entrenched 100 120
Clear -3 -2 NE +1 +2†
All defending units entrenched 130 160
If in a grand assault, the total Combat value of attacking units is 80 or more, the Rolling -2 -1 NE +1* +1
attacker’s Manpower value loss in that combat is increased as follows: Rough/Hill• -1 -1* NE NE +1*
• If the attacker’s Combat value is 80 to 89, his Manpower value loss number Woods/City/Mtn NE NE NE NE NE
is increased by 1.
• If the attacker’s Combat value is 90 to 99, his Manpower value loss number Swamp§ NE NE NE NE NE
is increased by 2.
• If the attacker’s Combat value is 100 or more, his Manpower value loss * Just prior to combat, roll a die. If roll is even, indicated modifier is used; if
number is increased by 3. roll is odd, no modifier is used.
7.3 Artillery Values † Just prior to combat, roll a die. If roll is even, +2 modifier is used; if roll is
odd, +1 modifier is used instead.
A unit’s Artillery value is shown directly on the unit itself. A unit’s Fatigue Level
or Strength marker (organized or disorganized) has no effect on its Artillery value. • Also applies to provisional swamp hexes in non-rain turns.
Artillery values are used to determine the “artillery modifier” in combat (see 7.4). § Also applies to provisional swamp hexes in rain turns.
7.4 Combat Die Roll Modifiers NE: No effect

Several factors modify combat die rolls. Modifiers are cumulative.

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Terrain Rain
The defender’s die roll may be modified by terrain: The attacker subtracts 1 from all his die rolls in rain turns (see 12.0).
Bridge/Dam/Ferry/Ford: If an attack takes place across a bridge, dam, ferry, or Demoralization–2
ford hexside, the defender adds 2 to his roll.
If a unit with a Demoralize-2 marker is alone in a hex and is attacked by an enemy
Creek: If an attack takes place across a creek (even across a road, pike, RR, or trail
unit, the defending player subtracts 1 from his combat die roll. If the demoralized-2
hexside), the defender adds 1 to his roll.
unit is in a stack of friendly units that is attacked, the –1 die roll modifier only
Note: If, in a grand assault, more than one hex adjacent to the defender’s hex has applies if more than one-half of the total Combat value in the hex is contributed by
attacking units, the above modifiers apply only if the defender’s hex is separated units with Demoralize-2 markers.
from the active leader by a bridge, dam, ferry, or ford—or a creek hexside.
Flank Attacks
Hill: If the defender occupies a hill hex, he adds 1 to his roll. However, if the active
attacking unit occupies a hill or mountain hex, or if the active attacking unit is If, at the moment of combat, defending units are partially or completely surrounded
attacking down a ridge hexside, the defender’s roll is not modified. by active and inactive enemy units or their ZOC (or impassable terrain), the at-
tacker’s die roll is enhanced. This bonus, called a “flank attack,” applies even if some
Mountain: If the defender occupies a mountain hex, he adds 2 to his roll. However, of the enemy units surrounding a defender do not participate in the attack. The
if the active attacking unit also occupies a mountain hex, or if the active attacking flank attack bonus is computed as follows:
unit is attacking down a ridge hexside, the defender adds only 1 to his roll.
1. “Covered” Hexes: The active player determines the number of “covered”
Ridge: If an attack takes place across a ridge hexside, and the active attacking unit hexes among the six hexes adjacent to the defender. A covered hex is one
is attacking up a ridge hexside, the defender adds 2 to his roll. If the active attacking meeting any of the following conditions:
unit is attacking down a ridge hexside the defender adds 1 to his roll if the defender
is in a mountain hex and 0 to his roll if the defender is in any other type of hex. a. It is occupied by an undemoralized unit friendly to the attacker
(including the attacking unit itself ).
Note: A unit is attacking up a ridge hexside if the ridge between his hex and the
defender’s hex is within the defender’s hex. If it is within the attacker’s hex, the b. It is in the ZOC of the attacking unit itself or any undemoralized unit
unit is attacking down. friendly to the attacker (including “restricted” ZOC; see 2.4).
Ridge Combat Example: Geary’s Union division occupies Dougherty c. It is a mountain or swamp hex (including provisional swamps in a rain
(W0533), and Cleburne’s Confederate division occupies W0532. If Cleburne turn) or the defender’s hex is a mountain or swamp hex. The two hexes
attacks Geary, Geary adds 2 to his roll (Cleburne is attacking up a ridge hex- are not connected to each other by a road, pike, RR or trail.
side). If Geary attacks Cleburne, Cleburne adds 1 to his roll (Geary is attacking d. It is separated from the defender’s hex by a major or minor river
down a ridge hexside into a mountain hex). hexside not containing a bridge, dam, ferry, or ford. (Exceptions:
In a turn when a river is unfordable, a hex is covered if it is separated
Lee (Not In RTG) from the defender by a ford hexside over such a river. In a rain turn, a
If a Confederate district, corps, or division leader successfully undertakes an assault hex is covered if it is separated from the defender by a creek hexside
action and the army leader Lee is currently stacked in the same hex as the active untraversed by a road, pike, trail or RR.)
leader, the Confederate player adds 1 to his attack die roll. This bonus is in addition e. It is a hypothetical hex just off the map that would be adjacent to a
to the +1 modifier due to assault, and is applied regardless of whether or not a map edge hex occupied by the defender.
“grand assault” takes place. The Lee bonus may never be applied to defending units.
Note: Each of the six hexes adjacent to the defender may be counted only once
The Lee bonus can not be applied in any RTG scenario. Other army leaders cannot
in this step even if it fulfills more than one definition of “covered.”
provide such a bonus.
2. Basic Flank Bonus:
Longstreet
• Six Covered Hexes: If all six hexes adjacent to the defender are covered,
In any scenario occurring in 1864 or later, the Confederate player adds 1 to his the “basic flank bonus” is +4. Proceed to Step 3.
attack roll if the corps leader Longstreet successfully undertakes an assault action. • Five Covered Hexes: If five of the six hexes adjacent to the defender are
This bonus is in addition to the +1 modifier due to assault, and is applied regardless covered, the “basic flank bonus” is +2. Proceed to Step 3.
of whether or not a “grand assault” takes place. The Longstreet bonus can never be
combined with the Lee bonus. • ≤ Four Covered Hexes: If four or less of the six hexes are covered, there
is no flank bonus. Skip the rest of this procedure.
Jackson
In the games SJW, HCR, and SLB the Confederate player adds 1 to his attack roll 3. Final Flank Bonus: The basic flank bonus from Step 2 may be reduced to
if the corps leader Jackson successfully undertakes an assault action. This bonus is in determine the “final flank bonus.” The basic flank bonus is reduced by one for
addition to the +1 modifier due to assault, and is applied regardless of whether or each covered hex meeting at least one of the following conditions:
not a “grand assault” takes place. The Jackson bonus can never be combined with
a. It is occupied by an undemoralized unit friendly to the defender.
the Lee bonus. Note: in SLB Stonewall Jackson is treated as a leader with a 4 tactical
for offense and defense, despite the 5/4 printed on his counter. b. It is unoccupied and is separated from all adjacent units friendly to the
attacker (including the attacking unit itself ) by woods hexsides (see
Types Of Attacks 2.3) untraversed by a road, pike, trail, or RR.
In a march, the type of attack chosen by the active player may modify the attacker’s Exception: In SLB only, if the Confederate player is attacking, he ignores Step
die roll: 3b of the flank bonus procedure. The basic flank bonus is not reduced by one for
each unoccupied covered hex separated from adjacent Confederate units by woods
• Column of Route: –3 to attacker’s roll hexsides untraversed by a road, pike, or RR. Step 3b does apply to the Union player
• Hasty: –1 to attacker’s roll in SLB.
• Normal: No modifier to attacker’s roll c. It is a mountain or swamp hex (including provisional swamps in a rain
• Prepared: +1 to attacker’s roll turn) or the defender’s hex is a mountain or swamp hex. The two hexes
are not connected to each other by a road, pike, trail, or RR.
Assault Action d. It is separated from the defender’s hex by a major or minor river
In an assault action, modifiers for column of route, hasty, normal, and prepared hexside not containing a bridge, dam, ferry, or ford. (This case also
attacks never apply. Instead, an assault action always provides a +1 modifier to the includes: 1) a turn when a river is unfordable, if a hex is separated from
attacker’s die roll. the defender by a ford hexside over such a river, and 2) a rain turn, if a
hex is separated from the defender by a creek hexside untraversed by a
road, pike, trail or RR.)

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Great Campaigns of the American Civil War

e. It is a hypothetical hex just off the map that would be adjacent to a • More than one-half of the total Combat value in the defender’s hex is
map edge hex occupied by the defender. contributed by cavalry units.
Note: Each of the six hexes adjacent to the defender may be counted only once in If both of these conditions are fulfilled in a combat in which a flank bonus applies,
this step even if it fulfills more than one of the above conditions. that combat’s final flank bonus may be modified as follows:
Maximum Reduction: The maximum reduction that may be applied to the basic • A final flank bonus of +4 is reduced to a +2 bonus instead.
flank bonus in this step is –3, even if a greater reduction would normally apply. • A final flank bonus of +3 or +2 is reduced to a +1 bonus instead.
Also, the final flank bonus may never be less than 0. Thus, if all six hexes adjacent
to a defender are covered (yielding a basic flank bonus of +4 in Step 2), there will • A final flank bonus of +1 is ignored (no bonus is awarded).
always be a final flank bonus of at least +1. Note: Non-flank attacks under these conditions do not provide the attacker with
4. Apply Modifier: The final flank bonus from Step 3 is applied to the at- a +1 die roll bonus, as is the case with Flanks Refused markers (see 7.8). Also, if a
tacker’s combat die roll, in addition to other modifiers. Flanks Refused marker is already situated in the defender’s hex, or if the defending
units occupy a redoubt hex, normal flanks refused/redoubt rules apply instead of
Flank Bonus Reductions: The final flank bonus from Step 3 may be reduced in the above cavalry rules.
either of the following circumstances:
• Flanks Refused: Flank attack bonuses may be modified by “Flanks Refused” 7.5 Combat Results
markers. (Flanks Refused markers are no longer optional. They are used in The Combat Chart is used to resolve combat. A combat produces two results: one
all GCACW games; see 7.8.) for the attacker, one for the defender. To resolve a combat, the defender’s modified
• Cavalry: Flank attack bonuses may be modified if both the attacker and die roll is subtracted from the attacker’s modified roll. On the Combat Chart, the
defender possess cavalry units (see “Cavalry and Flank Attacks,” below). attacker cross-references the result with the column corresponding to his combined
Combat value; the defender cross-references the result with the column corre-
Flank Bonus Conditions: The status of the attacker’s units may modify a flank sponding to his combined Defense value (prior to applying entrenchment benefits).
bonus. If one or more of the attacker’s units occupy or exert a ZOC into a hex Both players’ results, which are applied immediately, may consist of a number and/
adjacent to the defender, and all of those units together have a combined Combat or one or two letters. A dash indicates that the player’s units are unaffected.
value less than one-fourth the defender’s Combat value (including the defender’s
entrenchments and possibly capped by the Maximum Value from Section 7.2), Note: A Combat value may fall between two columns on the Combat Chart (e.g.
that hex is not considered “covered” in Step 1a or 1b of the flank attack procedure. 3½ ). If so, round the value up by ½ and use the right column of the two possible
(Attacking units in different hexes can combine their Combat values to reach the choices.
one-fourth the defender’s Combat value total, as long as all of the units are adjacent
Note: Union panic is triggered in the SJW advanced game by any italicized result
to the same “covered” hex). Inactive demoralized units belonging to the attacker
on the GCACW Standard Combat Chart (see SJW Advanced Rule 6.0).
may not contribute in any way to the achievement of a flank attack bonus. A unit
helping to provide a flank attack bonus which does not participate in the attack may Letter Results
not contribute its Tactical value to a combat, nor does it trigger terrain modifiers.
There are eight possible letter results:
Cavalry and Flank Attacks: The final flank bonus may be reduced if both of the
following conditions are in effect: D (Disorganize/Fatigue): The unit’s Strength marker is flipped to its disorganized
side. (If it is already disorganized it remains so.) The unit’s Fatigue Level is also
• The active attacking unit is a cavalry unit (or the active leader making an
increased by 3 (to a maximum of 4). If the unit is already at Fatigue Level 4, it
assault is a cavalry leader).
remains so. Finally, an active unit obtaining a “D” may not expend any more MP; its

Combat Example The Confederate player must subtract 1 from his roll due to the hasty attack. For
flank attack purposes, the presence of Finley’s brigade in AIO W5618 means that
Leggett-B’s Union division (Combat/Manpower value, 9; Artillery value, 2; five hexes adjacent to Leggett are “covered” because they are either enemy-occupied
Tactical value, 2) is in hex AIO W5617 (Wood Station), a rough hex, stacked with or enemy ZOC hexes. Five covered hexes yields a basic flank attack bonus of +2.
its XVII Corps leader, Blair (Tactical value, 3). Stevenson-A’s Confederate division This is also the final flank bonus since there are no conditions present reducing the
(Combat/Manpower value, 12; Artillery value, 3; Tactical value, 2) is performing basic flank bonus.
a march action, attached to its division leader, Hood (Attack Tactical value, 4;
Defense Tactical value, 3). Finley’s Confederate brigade (Combat/Manpower value, The final modifier to the Confederate roll is therefore +2: 0 (ratio) +1 (tactical) – 1
3; Artillery value, 0) is currently situated in AIO W5618 (Roland, southwest of (hasty attack) + 2 (flank) = +2 (final). The Union roll is not modified.
Leggett). All units’ Strength markers are organized; all units are at Fatigue Level 1. Both players roll a die: the Confederate player obtains a 4 (modified by +2 to
Stevenson moves into AIO W5717 (southeast of Leggett) and the Confederate 6), and the Union player obtains a 2. The Union roll is subtracted from the
player declares a hasty attack against Leggett, expending 1 MP. The Confederate Confederate roll, yielding a result of +4 (6 – 2 = +4). The Union player cross-
player compares Stevenson’s Combat value (12) to Leggett’s Combat value (9) to references the +4 line with the “7-11” Combat Value column on the Combat
obtain a combat ratio of 12-9. The Confederate player would need 6 more Combat Chart (Leggett’s Combat value is 9). The result is “1DR”. Leggett’s Strength marker
value points for 2-1 odds: 12–9 is rounded down to a 1-1 ratio. Finley is not in- is removed and is replaced with a new one showing a Manpower value of 8 (9 – 1
volved in the march, so he may not contribute to the attack. (He will shortly help to = 8). The new marker is placed on its disorganized side due to the “D”. Leggett’s
provide a flank attack bonus since his own Combat value of 3 is at least one-fourth Fatigue 1 marker is increased by 3 to Fatigue Level 4.
of Leggett’s Combat value). There is no ratio modifier for a 1–1 attack.
Leggett, accompanied by Blair, routs four hexes to AIO W5217 (Cartersville),
The Confederate player compares Stevenson’s Artillery value (3) to Leggett’s using Retreat Chart 1 for all four hexes entered in the retreat. In all cases, a retreat
Artillery value (2). Since Stevenson’s Artillery Value is 1 higher than Leggett’s, the path hex existed with a Priority Number of 1, so the Union player had to retreat
Artillery Value Differential is +1. Consulting the Artillery Modifier Summary into such hexes. The Union player could have retreated two additional hexes past
on the “–3 to +1” column and cross-referencing it with the “Rough” terrain line W5217 (using Retreat Chart 2) but declined to do so. There is no additional man-
corresponding to Leggett’s hex, there is a –1* artillery modifier applicable to the power loss due to the retreat. Finally, a Demoralize-1 marker is placed on Leggett
Confederate player’s die roll. The “*” means that a die must be rolled to determine due to the “R” result.
whether the modifier is used. The Confederate player rolls a die and obtains a 3, so
the modifier is not used. The Confederate player cross-references the +4 line with the “12-18” Attack Value
column on the Combat Chart. (Stevenson’s Combat value was 12.) The result is
To determine the tactical modifier, the Union player’s highest Tactical value (Blair’s “1fa”. Stevenson suffers a Manpower loss of one, reducing it to 11. His new Strength
3) is subtracted from the Confederate player’s highest Tactical value (Hood’s 4). marker remains organized because he did not suffer a “D” result, and his Fatigue
(The slash between Hood’s two tactical values (4 and 3) means that the 4 is used in Level is increased by 1 to Fatigue Level 2 due to the “f ” result. Stevenson’s march
attack, and the 3 in defense. If Hood had been the defender, his tactical value would must now end due to the “f ” result, but the “a” allows him to advance into the hex
have been 3.) The result is 1, so there is a +1 modifier to the Confederate player’s vacated by Leggett. He does so, accompanied by Hood, ending the action. Finley
die roll. may not advance because he did not participate in the attack. A new Action Phase
now begins.

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Great Campaigns of the American Civil War

march action is over and a new Action Phase begins. Unit And Leader Elimination
F (Fatigue-2): The unit’s Fatigue Level is increased by two (to a maximum of 4). An A unit is eliminated at the moment its Manpower value is reduced to 0. If, due to
active unit may not spend any more MPs; its march is over and a new Action Phase the elimination of a unit, a leader remains in that hex with no subordinate units, the
begins. leader is placed in the nearest hex occupied by a subordinate. A leader is eliminated
f (Fatigue-1): The unit’s Fatigue Level is increased by one (to a maximum of 4). An at the moment no units subordinate to that leader exist.
active unit may not spend any more MP; its march is over and a new Action Phase
begins. 7.6 Retreats, Routs, and Advances
E (End Action): An active unit may not spend any more MP; its march is over and There are three types of retreats: normal (“r”), rout (“R”), and cavalry retreat. In a
a new Action Phase begins. This result has no effect on an assault action, since an normal retreat, a player must retreat all his defending units a minimum of two hexes
assault automatically ends after the combat has been resolved. and a maximum of four hexes. In a rout, a player must retreat all his defending units a
minimum of four hexes and a maximum of six hexes. See 7.7 for cavalry retreats. The
r (Retreat): The unit must retreat (see 7.6). choice of retreat distance and path is left to the defender, as long as the path adheres
R (Rout/Demoralize-1): The unit is routed (see 7.6). Also, the unit gains to the following rules. Retreating units must move as a stack and cannot separate.
a Demoralize-1 marker. If it already has such a marker, it is flipped to its Leaders must accompany retreating units with which they are attached. MP are not
Demoralize-2 side. If it is already at Demoralize-2, there is no further effect. expended in retreats and, with the following exceptions, terrain is irrelevant.

R* (Rout/Demoralize-2): The unit is routed (see 7.6). Also, the unit gains Retreat Restrictions
a Demoralize-2 marker. If it is already at Demoralize-1, flip the marker to its
Demoralize-2 side and there is no further effect. If it is already at Demoralize-2, its Retreating units are subject to the following restrictions:
Manpower value is reduced by one in addition to its normal manpower loss result. • Mountains and Swamps: A retreating unit may only enter or exit a moun-
a (Advance): The unit may advance after combat (see 7.6). tain or swamp hex (including a provisional swamp hex in a rain turn) across
a road, pike, trail, or RR hexside.
NOTE: An “extended march” never takes place due to a combat result, even if a
• Rivers: A retreating unit may cross a major or minor river hexside only at a
unit goes to a new Fatigue Level of 2, 3 or 4.
bridge, dam, ferry, or ford. In a rain turn, a unit may not retreat across a ford
Number Results hexside or a creek hexside untraversed by a road, pike, trail, or RR.
• Off-Map: A unit may not retreat off the map.
Number results, which precede letter results, indicate a reduction of the unit’s
Manpower (not Artillery) value. Remove the unit’s Strength marker and replace it • Start Hex: A retreating unit may not enter the hex where a retreat began.
with another one showing its reduced Manpower value (i.e., the unit’s Manpower • Same Hex: A retreating unit may not enter the same hex twice.
value before the combat minus the number result). The new Strength marker may
assume a new status (organized or disorganized): • Adjacent Hex: A retreating unit may not end a retreat in a hex adjacent to
the hex where the retreat began. (Exception: The retreating unit may end up
• If the original Strength marker was disorganized before the combat, the new adjacent in a one-hex voluntary retreat, see “Defender’s Retreat Option”)
Strength marker is also disorganized.
• Closer to Attacker: A retreating unit may not enter a hex that is closer to
• If the original Strength marker was organized prior to the combat, the the active enemy unit triggering the retreat than the hex retreated out of,
new Strength marker is disorganized if the combat result contains a “D” counting by the shortest possible path. If there is a Grand Assault, the active
(Disorganized/Fatigue), or organized if the combat result does not contain enemy unit is the one initiating the corps assault. A unit may not retreat into
a “D.” the hex occupied by the active enemy unit.
Exception: If in a grand assault, the total Combat value of attacking units is 80 or Surrender: If there is no hex to retreat into that does not violate any of the afore-
more, the attacker’s Manpower value loss in that combat is increased (see 7.2). mentioned restrictions, a retreating unit surrenders, and is eliminated from play. VP
are awarded for this occurrence.
Applying Results
Attacker: In a march, the attacker’s letter and number results apply only to the
Retreat Priorities
active unit, even if other friendly units occupy the same hex. In an assault, the In addition to adhering to “retreat restrictions,” a retreating player must follow
attacker’s letter result applies to each participating unit, including those joining “retreat priorities,” which are listed on Retreat Charts 1 and 2. A retreating unit
in a grand assault. The attacker’s number result applies to the attacking force as a must adhere to retreat priorities in each hex entered in that retreat. Furthermore, the
whole—not to each individual unit. As long as the number result is fully applied, appropriate chart to use may change from hex-to-hex in that retreat.
the attacker may divide it among any of his attacking units as he wishes. Units
providing flank attack bonuses which do not participate in the attack are unaffected Retreat Chart 1: A player must use Retreat Chart 1 in any of the following cases:
by combat results. • For the first hex entered in a normal retreat.
Defender: The defender’s letter result applies to each defending unit. The defender’s • For each of the first four hexes entered in a rout/cavalry retreat.
number result applies to the defending force as a whole—not to each individual unit.
• If in a retreat, rout, or cavalry retreat, a unit exits an enemy ZOC (including
As long as the number result is fully applied, the defender may divide it among any
“restricted” ZOC; see 2.4).
of his defending units as he wishes.
Retreat Chart 2: A player must use Retreat Chart 2 in any of the following cases:
Combat results are always applied to the defending unit(s) before they are applied
to the attacking unit(s). • For the second, third, or fourth hexes entered in a normal retreat, assuming
the unit is not exiting an enemy ZOC.
Entrenchments And Combat Values • For the fifth or sixth hexes entered in a rout/cavalry retreat, assuming the
Defending units’ Combat values may be enhanced by entrenchments (see 9.0). unit is not exiting an enemy ZOC.
However, when determining the defender’s combat result, the Combat Chart Using the Retreat Charts: Prior to entering each hex in a retreat, a player checks the
columns represent the defender’s Combat value prior to the application of appropriate chart and follows this procedure:
entrenchment benefits.
1. Check Legal Retreat Hexes: The player determines how many of the six
Example: If Hindman’s division defends with a Combat value of 8, its combat hexes adjacent to the retreating unit may be legally retreated into according
result is determined in the “7 to 11” column of the Combat Chart. If Hindman’s to the “retreat restrictions” rules.
division defends under a completed Breastwork marker, its Combat value is 16 (8 x
2). Although Hindman’s Combat value of 16 would be used to calculate the ratio in 2. Retreat Description: For each of the legal retreat hexes determined in Step
that combat, its combat result is determined in the “7 to 11” column of the Combat 1, the player determines the “Retreat Description” from the appropriate
Chart. Retreat Chart corresponding to a retreat into that hex.
3. Priority: Each Retreat Description consulted in Step 2 has a correspond-
ing “Priority Number.” The player must retreat his unit into a hex using
the Retreat Description from Step 2 with the lowest Priority Number.

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Great Campaigns of the American Civil War

(Exception: see “Overriding Retreat Priorities.”) If more than one hex ful- Advance After Combat
fills this requirement, the player may retreat his unit into any of those hexes.
Also, if two different Retreat Descriptions have the same Priority Number, If the attacker receives an “a” result, none, some, or all of the attacking units may
the player may choose either description when retreating into a hex. advance into the hex vacated by the defender. An advance is not considered
movement and does not expend MP. A unit may enter or exit an enemy ZOC, or
4. Complete Retreat: The player repeats Steps 1, 2, and 3 for each hex entered advance from one enemy ZOC to another, without penalty. Regardless of whether
in that retreat. When he fulfills retreat requirements (at least two and up to or not a unit obtaining an “a” advances, its march may continue as long as it did not
four hexes in a normal retreat; at least four and up to six hexes in a rout or also suffer a “D”, “F”, “f ”, or “E” result. However, it may not continue to move if it
cavalry retreat), the retreat is over. advances into an enemy ZOC. In this case, the unit must either attack again or end
Overriding Retreat Priorities its march. Leaders (including army/district leaders) may advance with subordinate
units (and must advance if no subordinate units remain in the leader’s hex). A leader
If, by adhering to retreat rules, there is no possibility of avoiding surrender of a may advance with a subordinate unit to which it had not been attached prior to the
retreating unit due to “retreat restrictions,” a player may “override” retreat priorities attack, although if it does so the active player must specify its new attachment. A
no more than once in that retreat. To override, a player may retreat a unit into a hex leader may not advance with and attach to a non-subordinate unit.
by choosing any Retreat Description on the appropriate chart, regardless of its
Priority Number. He is not obligated to choose the lowest Priority Number. If the 7.7 Cavalry Retreat
unit cannot avoid surrender due to a single override, it is eliminated. A cavalry unit may use “cavalry retreat” to avoid attack by an enemy infantry or
The player can make this override at any point in the retreat path, it does not have to artillery (not cavalry) unit. A cavalry unit may perform a cavalry retreat more than
be at the exact point that destruction would occur; thus the player may look ahead once per action. The player owning a cavalry unit may declare a retreat in any of the
to avoid destruction. For example, if in a retreat path by following the retreat priori- following circumstances:
ties a unit would get destroyed in the 3rd hex, the unit is allowed to do its override Enemy Movement: An enemy infantry/artillery unit performing a march moves
in the 1st or 2nd or 3rd retreat hex. into a normal (not restricted) ZOC exerted by a cavalry unit.
Manpower Loss Starts Adjacent: An enemy infantry/artillery unit begins a march in a normal (not
restricted) ZOC belonging to a cavalry unit.
If a unit retreats into a hex using a Retreat Description with an accompanying Exception: If an enemy infantry unit begins a march in a restricted ZOC belonging
Manpower loss, the retreating unit’s Manpower value is reduced by the indicated to a cavalry unit and selects the cavalry unit as the target of his attack in Step 1 of
number. Replace its Strength marker with a new one on its disorganized side reflect- the Attack Procedure, then the cavalry unit may perform a cavalry retreat.
ing the loss. If a stack of more than one unit retreats into a hex calling for Manpower
loss, the loss number is applied to each unit in the stack—not just one. Advance After Combat: An enemy infantry/artillery unit advances after combat
into a cavalry unit’s normal (not restricted) ZOC.
Note: Manpower losses in retreats may vary depending on whether a unit retreats
into a hex across a road, pike, trail, or RR hexside, or if the hex retreated into is Assault: The enemy player declares an assault action against a hex containing at least
friendly-occupied (see Retreat Charts). In a retreat, entering or exiting a city hex one cavalry unit (unless the assault is declared by a cavalry leader—in which case a
is the equivalent of crossing a road hexside, even if no road actually crosses that cavalry retreat is not possible).
hexside. A player wishing to declare a cavalry retreat must make his declaration as soon as
Basic Retreat Principles any of the above circumstances occur— before the enemy player declares an attack
(or, in the case of an assault action, before the enemy player rolls a die to determine
At first it may seem difficult to consult the Retreat Charts for every hex entered in whether or not the assault takes place). If he does not make the declaration at this
a retreat. However, players will find them easy to use after a few games. To help the moment, he forfeits his ability to perform a cavalry retreat in the hex occupied by
players become more familiar with the Retreat Charts, some of their basic principles his cavalry unit for the duration of the enemy unit’s march.
are outlined below.
Performing A Cavalry Retreat
Retreat Chart 1: On Retreat Chart 1, the highest priority retreat is to move one
hex more distant from the active enemy unit by crossing a road, pike, trail, or A cavalry retreat is voluntary. A cavalry unit may perform a retreat regardless of its
RR hexside into a nonenemy-occupied/non-enemy-ZOC hex. If that cannot be status—even if it is demoralized, disorganized, exhausted, or at Fatigue Level 4. A
achieved, the next-highest priority is to attempt to do the same thing by crossing player wishing to perform a cavalry retreat states this fact as soon as his opponent
a non-road/pike/trail/RR hexside. If that in turn cannot be achieved, the next- has performed one of the aforementioned actions. The enemy unit’s march (or
highest priority is to retreat into any hex that is not enemy-occupied, nor in an assault) is temporarily suspended while the retreat takes place. A cavalry retreat is
enemy-ZOC. (This may incur manpower loss.) If that in turn cannot be achieved, performed as follows:
the next-highest priority is to avoid retreating into an enemy-occupied hex. (This 1. Roll Die: The cavalry player rolls a die. This roll may be modified (see
may incur manpower loss.) Cavalry Retreat table in Charts & Tables handout). The modified roll is
Retreat Chart 2: On Retreat Chart 2, the highest priority retreat is to move into halved (round fractions down to a whole number). The result is the number
any hex that is not enemy-occupied, nor in an enemy-ZOC. If that cannot be by which the enemy unit’s Active Movement Allowance marker is reduced
achieved, the next-highest priority is to avoid retreating into an enemy-occupied on the Movement Track. In assault actions, this roll has no effect since no
hex. (This may incur manpower loss.) Movement Allowance is determined. However, the roll still takes place to
see if the cavalry unit suffers loss in Step 2.
Retreats Into Enemy-Occupied Hexes 2. Manpower Loss: If the Step 1 roll (before modifications and halving) is 1,
Some Retreat Descriptions allow retreats into an enemy-occupied hex, an occur- the cavalry unit’s Manpower value is reduced by one. Place the new Strength
rence which causes a Manpower value loss of three to the retreating unit. (However, marker on its disorganized side. On a roll of 2 to 6, no loss occurs.
a unit may never retreat into the hex occupied by the active enemy unit.) A unit may 3. Retreat 4–6 Hexes: The cavalry unit must retreat from four to six hexes. The
not end its retreat in an enemy-occupied hex. If there is no alternative except to do retreating player must adhere to retreat restrictions, using Retreat Charts
so, its retreat may be extended by a sufficient number of hexes so that it ends the 1 and/or 2 to fulfill this retreat. However, a cavalry unit does not suffer any
retreat in a hex unoccupied by an enemy unit. Manpower value loss in a cavalry retreat, even if it retreats into a hex calling
for a loss on a Retreat Chart.
Defender’s Retreat Option Exception: If a cavalry unit retreats into an enemy-occupied hex, it is
On any combat result applying to the defender not containing an “r” or “R”, the automatically eliminated.
defender may voluntarily retreat one or more of his units from one to four hexes 4. Fatigue: After executing its retreat, the cavalry unit’s Fatigue Level is
subject to retreat rules. This is considered a retreat, not a rout. In this case the increased by 1 (to a maximum of 4).
defender may end the retreat in a hex adjacent to the hex where the retreat began. Note: An extended march is never triggered by a cavalry retreat.
There is no Fatigue cost to do this. (Exception: If the defender receives a “—”
result [no effect], all units participating in the defender’s retreat option gain one 5. Disorganization: The cavalry unit’s Strength marker is flipped to its disorga-
Fatigue Level, to a maximum of level 4.) Even units at Fatigue Level 4 may join in nized side. If it is already disorganized, there is no further effect.
this retreat. The defender must execute a voluntary retreat immediately, before the
enemy player performs further actions.

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Great Campaigns of the American Civil War

6. Resume Action: The active enemy unit or leader resumes its activities 8.0 Recovery
from the point of interruption. If a unit’s Movement Allowance has been
reduced to 0, its march ends. (Exception: If the unit has not yet moved, it is In the Recovery Phase, the following actions are performed strictly in the listed
permitted to move one hex; see 6.2. It may not refuse flanks.) In an assault order:
action, if the hex the active leader is assaulting is completely vacated by the 1. Units at Fatigue Level 0 may entrench, build bridges, or repair bridges/fer-
cavalry retreat, the units participating in the assault may advance into the ries. A unit may not perform more than one of the aforementioned activities
hex vacated by the cavalry unit. No attack occurs and the assault action ends. per Recovery Phase and may not perform any at all in a rain turn. In RTG,
(Exception: If the active player’s command die roll in Step 5 of the assault Confederate infantry units may impose a “levy” on Pennsylvania towns in
procedure is unsuccessful, the units participating in the assault may not this step (see RTG 19.0).
advance into the hex vacated by the cavalry unit.)
Cavalry Stacked With Other Units 2. In the Advanced Game, units at Fatigue Level 0, 1, or 2 may forage (see each
With Cavalry Unit: If two or more cavalry units are stacked in the same hex, they GCACW game’s “Forage” rules), but not if they undertook any activities in
must perform a cavalry retreat together. Only one die roll is made in Step 1, and all Step 1 of the Recovery procedure. Note: Units in RTG and SLB may not
units must end the retreat in the same hex. If a 1 is rolled for the cavalry retreat, only forage.
1 cavalry unit suffers a manpower loss.
With Infantry Units: A cavalry unit stacked with an infantry unit may perform a 3. Units at Fatigue Level 0 or 1 may be affected as follows:
cavalry retreat, but the infantry unit may not. a. Units at Fatigue Level 0 or 1 with disorganized Strength markers have
Multiple Cavalry Retreats their Strength markers flipped to their organized sides. Exceptions: If
a unit has a Demoralize-2 marker at the start of this step, its Strength
Same Unit: A cavalry unit may perform a cavalry retreat more than once per action. marker remains disorganized. Also, in each GCACW volume’s
Advanced Game, out of supply units with disorganized Strength
Cavalry Units—Separate Hexes: If two or more cavalry units occupying separate markers remain disorganized. Note that there is no “out of supply”
hexes are eligible to perform a cavalry retreat and all of them wish to retreat, each status in SLB and RTG.
performs the retreat separately. The enemy unit’s Movement Allowance reduction,
if any, is cumulative. b. Units at Fatigue Level 0 or 1 which are on their exhausted sides are
flipped to their normal sides. Exception: If an exhausted unit has
7.8 Refusing Flanks a Demoralize-2 marker at the start of this step, it remains on its
exhausted side.
At a cost of one MP, the active player may place a “Flanks Refused”
marker of the appropriate side on top of a unit performing a march. c. Units at Fatigue Level 0 or 1 with Demoralize-1 markers have these
(Exception: A Flanks Refused marker may not be placed on a unit in markers removed; units at Fatigue Level 0 or 1 with Demoralize-2
a mountain or swamp hex; also, it may not be placed on top of a unit markers have these markers flipped to their Demoralize-1 sides.
performing an assault.) As soon as a unit gains a Flanks Refused marker, its march 4. Units at Fatigue Level 3 or 4 are flipped to their exhausted (reverse) sides.
ends. (It may perform actions later.) Since a unit must stop moving upon entering If they are already on their exhausted sides, they remain so and there is no
an enemy normal ZOC, it may not refuse flanks when entering an enemy normal further effect.
ZOC. A unit may refuse flanks if it marches in place in a hex in a hex with an
enemy normal ZOC (an extended march must be done if required per 5.1).
5. All units at Fatigue Level 1 or more lose three Fatigue Levels (to a minimum
A maximum of one Flanks Refused marker may exist in a hex at a time; its effects Fatigue Level of 0). Replace each unit’s Fatigue marker with a new marker
apply to all units in the hex. A unit does not have to spend one MP to enter a hex in three less than the one being removed. (Units at Fatigue Level 0 do not have
which a Flanks Refused marker is already situated; it may enter the hex at no extra markers.)
MP cost and receive the marker’s benefits—and may continue its march.
A Flanks Refused marker never accompanies a unit when it leaves a hex. A marker 6. In the Advanced Game Scenarios of HCR, SIV (Union units only), OTR,
may not be placed on a unit after it performs a retreat, rout, or advance after combat. GTC, BAC, RWH (Confederate units only), SJW, AGA, and AIO, out of
The players are not limited to the number of markers provided in the game. supply units with organized Strength markers have their Strength markers
flipped to their disorganized sides.
Effects Of Flanks Refused Markers Note: Step 6 of the Recovery Phase is skipped in SLB and RTG because
Units in a hex with a Flanks Refused marker may perform all actions normally units are never out of supply in those games.
(although they may be forced to remove the marker after the action is over; see
below). Units occupying a hex containing a Flanks Refused marker defend against 9.0 Entrenchments
enemy flank attacks more effectively, but less effectively against normal attacks:
Entrenchments enhance a unit’s defensive capabilities. Units may construct
• Flank attacks fulfilling the requirements for a +4 attacker die roll bonus are entrenchments in the Recovery Phase, and in games taking place in 1863 or later, in
reduced to a +2 bonus instead. the Action Phase. Players may also gain entrenchment benefits from a hex feature
• Flank attacks fulfilling the requirements for a +3 or +2 attacker die roll called “redoubts.”
bonus are reduced to a +1 bonus instead.
Building Entrenchments
• Flank attacks fulfilling the requirements for a +1 attacker die roll bonus are
unchanged (the bonus remains +1).
• All non-flank attacks always provide the attacker with a +1 die roll bonus
(in addition to other modifiers), even though requirements for flank attacks
have not been fulfilled.
There are four types of entrenchments: redoubts, abatis, breastworks, and forts.
Removal Of Flanks Refused Markers Redoubts, which are printed on the map and represent permanent fortifications,
A Flanks Refused marker may be voluntarily removed from a stack of units at no may not be built. However, abatis, breastworks, and forts may be built in either the
MP cost if one of the units in the hex initiates a march. (The active unit does not Action Cycle (see 5.5) or the Recovery Phase. Units building entrenchments in the
actually have to leave the hex.) The marker must be removed if all the units in the Recovery Phase must be at Fatigue Level 0. A unit building a bridge or repairing
hex participate in an assault action. It also must be removed if only one unit is in a a bridge/ferry may not also entrench in the same Recovery Phase. Units may not
hex and it moves or attacks. (This does not preclude the owning player from placing entrench in rain turns.
another marker on the unit later in its march at a cost of one MP.) .0 The procedure for building entrenchments in the Action Phase (for games in 1864
or games in 1863 if the Entrenchment Action optional rule is being used) is de-
scribed in Section 5.5. The procedure for building entrenchments in the Recovery
Phase is described below. Depending on the year depicted in the game being played,

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Great Campaigns of the American Civil War

players use one of three different procedures. Please select the appropriate procedure Effects Of Entrenchments
for the time frame of the game:
Entrenchments may enhance the Combat and Artillery values of defending (not
• 1861: games occurring within the year 1861 attacking) units:
• 1862: games occurring within the year 1862 • Redoubts in Virginia only provide benefits when the Confederate player
• 1863: games occurring within the year 1863 has units in that hex. The redoubts in Tennessee and Alabama in BAC
provide benefits for either the Union or Confederate player, depending
• 1864: games occurring in 1864 or later on which player has units in that redoubt hex. The redoubts in Georgia in
AIO (they are all near Dalton on the west map) provide benefits only for
Entrenchments (1861): AGA the Confederate player. The redoubts in Maryland on the HCR East map
provide benefits for only the Union player and only for scenarios in or after
1861 Entrenchment Procedure: 1863 (RWH). Exception: the Centreville (SJW N4318) redoubt also
provides the Union player with redoubt benefits if he has units in that hex
• If a unit entrenches, place a Abatis-Build marker atop the unit. (this redoubt exists in all games except those in 1861).
Exception: if a Confederate unit entrenches in a redoubt hex, place a BW- • Units in a redoubt hex (that they are eligible to benefit from) with no other
Complete marker atop the unit. entrenchments have their Combat and Artillery values multiplied by 1.5
• If a unit already possessing a Abatis-Build marker entrenches, place an when defending. (For Combat values, retain fractions; for Artillery values,
Abatis marker atop the unit. multiply the sum of all the Artillery values in the hex by 1.5 and round
• If a unit already possessing an Abatis marker entrenches, place a BW- fractions up to the nearest whole number.)
Complete marker atop the unit. • Units directly under an Abatis marker (or a Breastworks-Build marker if the
• Forts: the only units that may be entrenched above the BW-Complete level year is 1864 or later) have their Combat and Artillery values multiplied by
are those that start a scenario in a fort marker. If those units leave the fort 1.5 when defending.
marker they may not re-entrench beyond the BW-Complete level. • Units directly under a completed Breastwork, a Fort-Build marker (1863
or earlier), or a Fort-Build-1 marker (1864 or later) have their Combat and
Entrenchments (1862): SJW, HCR, SIV, And OTR Artillery values doubled when defending.
1862 Entrenchment Procedure: • Units directly under a Fort-Build-2 marker (1864 or later) have their
Combat and Artillery values multiplied by 2.5 when defending.
• If a unit entrenches, place a Breastwork–Build marker atop the unit. • Units directly under a completed Fort marker have their Combat and
Exception: If a unit is in a redoubt hex that it is eligible to benefit from, Artillery values tripled when defending.
place a Breastwork-Complete marker atop the unit.
• Units directly under a Breastworks-Build marker do not have their Combat
• If a unit already possessing a Breastwork–Build marker entrenches, flip the and Artillery values modified if the year is 1863 or earlier.
marker to its Complete side.
Abatis, Breastwork, and Fort effects apply individually by unit, not by hex. In a stack
• If a unit already possessing a Breastwork–Complete marker entrenches, of units, some may possess markers while others do not. Only units which actually
place a Fort–Build marker atop the unit. entrenched in an earlier Action or Recovery Phase receive the Combat/Artillery
• If a unit already possessing a Fort–Build marker entrenches, flip the marker value multiple provided by an entrenchment marker. Units without markers in the
to its Complete side. same hex use unenhanced values.

Entrenchments (1863): SLB, RTG And BAC Exception: Units in a redoubt hex belonging to a player eligible to receive redoubt
benefits gain the defensive benefit of the redoubt. However, only those units which
1863 Entrenchment Procedure: entrench further in a Action or Recovery Phase gain defensive enhancements
beyond those provided by the redoubt.
• If a unit without an entrenchment marker (or possessing a Breastworks- Entrenchments do not enhance the combat value of units for the purposes of
Build) entrenches, place a Breastwork marker atop the unit. This is the determining if they have enough Combat value to contribute to the achievement
equivalent of the 1862 “Breastwork–Complete,” and in SLB, the Complete of a flank bonus (see “Flank Bonus Conditions”, 7.4). Entrenchments also do not
side of the Breastwork marker is used. Note: if a unit is in a redoubt hex boost a unit’s Combat value for the purpose of determining the additional MP cost
(that it is eligible to benefit from), this same procedure is still used. to enter that unit’s hex (see “Enter Friendly-Occupied Hex”, 6.2).
• If a unit already possessing a Breastwork marker entrenches, place a Fort–
Build marker atop the unit. Flank Attacks Against Redoubt Hexes
• If a unit already possessing a Fort–Build marker entrenches, flip the marker If a unit occupies a redoubt and is eligible to receive defensive benefits from that
to its Complete side. hex, its defensive capabilities against some flank attacks are enhanced (see 7.4).
Entrenchments (1864): GTC, AIO, RWH +4 Bonus: If the attacking player fulfills requirements for a +4 final flank bonus in
an attack against one or more units in a redoubt hex, that bonus is reduced to +2.
1864 Entrenchment Procedure: +3/+2 Bonus: If the attacking player fulfills requirements for a +3 or +2 final flank
• If a unit without an entrenchment marker entrenches, place a Breastwork bonus in an attack against one or more units in a redoubt hex, that bonus is reduced
marker atop the unit. Exception: if a unit is in a redoubt hex that it is to +1.
eligible to benefit from, place a Fort-Build-1 marker atop the unit. +1 Bonus: If the attacking player fulfills requirements for a +1 final flank bonus in
• If a unit already possessing an Abatis marker entrenches, place a Fort-Build-1 an attack against one or more units in a redoubt hex, he receives no flank bonus at
marker atop the unit. all.
• If a unit already possessing a Breastworks-Build marker entrenches, place a Unlike Flanks Refused markers, non-flank attacks against redoubt hexes do not
Fort-Build-2 marker atop the unit. provide the attacking player a +1 die roll bonus. Defending units situated under
Breastwork or Fort markers in redoubt hexes retain the redoubts’ capabilities
• If a unit already possessing a Breastworks, Fort-Build-1, or Fort-Build 2
against flank attacks. However, Breastwork or Fort markers situated in non-redoubt
marker entrenches, place a Fort Complete marker atop the unit.
hexes do not provide these capabilities.
Removing Entrenchments
A unit’s Abatis, Breastwork or Fort marker is removed at the moment the unit
leaves the hex. If a unit with an Abatis, Breastwork or Fort marker exits a redoubt
hex, its marker is removed but there is no effect on the permanent redoubt.

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Great Campaigns of the American Civil War

10.0 Bridges, Dams, And Ferries • An eligible unit may attempt to build a maximum of one bridge per
Recovery Phase, although it may attempt to build more than one bridge per
Units may cross major and minor rivers only at bridges, dams, ferries, and fords. A game—even in the same hex.
unit entering a hex across a bridge, dam, or ford ignores the cost of the major terrain
in that hex and instead pays 1 MP as long as a road, pike, or RR crosses that bridge, • A maximum of one infantry unit per hex may make a bridge-building
dam, or ford. A unit also pays 1 MP if a pontoon bridge is constructed over that attempt in Step 1 of each Recovery Phase.
river (as long as both hexes connected by the pontoon bridge have a road, pike, trail, • A maximum of one bridge (of any kind) may be situated on each hexside at
or RR in them). Units entering a hex across a bridge or ford which is not traversed any time.
by a road, pike or RR must pay that hex’s major terrain MP cost. (See 6.2 for ferry
MP penalties.) Roads crossing creek hexsides are not considered bridges, dams, • Units may not build bridges in rain turns.
ferries, or fords. Pontoon Bridge Construction
10.1 Pontoon Bridges For each eligible unit attempting to build a bridge in Step 1 of the Recovery Phase,
the owning player follows this procedure:
In the GCACW Standard Rules, bridges built during the game are known as “pon-
Exception: In SLB, bridges are not built according to this procedure. The original
toon” bridges to differentiate them from “permanent” bridges which are printed on
SLB bridge rules are in effect.
the map. Also, in all GCACW games except SLB (see below), a player must make a
die roll if he wishes to build a bridge, rather than building it automatically. 1. He specifies the hexside over which the bridge will be built.
Note: In SLB, all original bridge building rules (see SLB 10.0) are in effect, includ-
ing major river bridges. These rules are unmodified by the GCACW Standard 2. He rolls a die, modifying this roll if necessary (see below).
Rules.
• 5 or Less: If the modified roll is 5 or less, the bridge is successfully built.
Building Pontoon Bridges Place an appropriate Bridge marker (minor or major) belonging to
the building player directly on the hexside, with one end of the bridge
Eligible infantry units may attempt to build pontoon bridges. symbol pointing to the unit’s hex and the other end pointing to the
Note: In some GCACW games, units had formerly been prohibited hex directly across the river.
from building bridges over major rivers, but this is now permissible in
the Standard Rules. Also, in the Standard Rules, bridges may always be • 6 or More: If the modified roll is 6 or more, the bridge is not built. No
built at fords. action is taken. Another attempt to build a bridge across that hexside
may not be made until the following turn.
An infantry unit is eligible to build a pontoon bridge only if it meets all of the
following conditions in Step 1 of the Recovery Phase: Construction Die Roll Modifiers
• It is at Fatigue Level 0. A player’s pontoon bridge construction die roll is modified if any of the following
• It has a Combat value of 5 or more. conditions are in effect (modifiers are cumulative):
Exception: In SIV, it must have a Combat value of 3 or more. –3: If the Confederate player attempts to build a major river bridge within 10
• It occupies a hex containing at least one unbridged/undammed major or hexes of the Confederate Capitol (OTR N0627/GTC S3626).
minor river hexside. +1: If the river being bridged is currently unfordable (see 12.0).
Exception: Confederate units may only attempt to build a bridge over a
+1: If the bridge is being built between hexes OTR S3409 and OTR S3509
major river in OTR, GTC, and AIO. Union units may attempt to build a
(Barrett’s Ferry).
bridge over a major river in all GCACW games except SIV.
+2: If the river being bridged is a major river.
• It must not have entrenched or repaired a bridge or ferry in the same
Recovery Phase. +1: If there is no ford or ferry (or destroyed permanent bridge or ferry) across
the the hexside being bridged—but there is a road, pike, trail, or RR in both
• If the bridge is to be built over a minor river, the player must have an unused
of the hexes to be connected.
minor river Bridge marker.
Exception: In SJW, HCR, RTG, and SIV, the number of minor river Bridge +2: If there is a road, pike, trail, or RR in only one of the two hexes to be con-
markers in the game is not a limit. Players may build as many minor river nected.
bridges as they wish. +3: If there is no road, pike, trail, or RR in either of the two hexes to be con-
• If the bridge is to be built over a major river, the player must have an unused nected.
major river Bridge marker. Note: If a pontoon bridge is successfully built, it is considered to have a road (not
In OTR and GTC, the Union and Confederate players are limited to eight and four pike) running across it as long as both hexes connected by the bridge have
minor river Bridge markers, respectively. In games in which either or both players roads, pikes, trails, or RR in them. Otherwise the bridge is not considered to
may build major river bridges, they are limited to one major river Bridge marker be traversed by a road.
each, except in AIO the Union may build 3 major river bridges. Note: In SLB, the Chatham Bridge in SJW/SLB: In SJW, Chatham Bridge (S4328-S4427) is con-
original bridge rules limit the Union player to two major river Bridge markers, and sidered a Union pontoon bridge, even though it is printed on the map. It is subject
these SLB limits remain in effect. to all GCACW Standard Rules applying to dismantling and destruction (see 10.2),
If a game limits the number of Bridge markers that may be employed, and all the and it may be rebuilt if it is destroyed or dismantled. Chatham Bridge does not count
Bridge markers of that type are in use, a player may not build a pontoon bridge of against the Union player’s limit of one major river bridge in SJW. In SLB, Chatham
that type until one or more markers become available for use again due to disman- Bridge is considered destroyed at the start of the game.
tling or destruction (see 10.2).
10.2 Destroying Bridges and Ferries
Pontoon Bridge Restrictions In the GCACW Standard Rules, rules for bridge/ferry destruction and dismantling
• Cavalry/artillery units and leaders may not build bridges. supercede the pertinent rules sections in all GCACW games, including the SIV
Advanced Game (see SIV, 23.1). (The following rules are identical to the OTR
• Bridges may not be built across creek hexsides. model.) In all games, permanent bridges, pontoon bridges, and ferries may be
• A bridge may not be built between two hexes if one of the hexes contains an destroyed, although permanent bridges/ferries are more difficult to destroy than
enemy unit (or units) with a combined Combat value of 5 or more. It may pontoon bridges. Bridges and ferries may be destroyed in rain turns and while rivers
be built into a hex if the enemy unit(s) in that hex have a combined Combat are unfordable.
value of less than 5. Entrenchments are not taken into account in determin-
ing the Combat value that prevents a bridge from being built. Destroying Pontoon Bridges
Exception: In SIV, a bridge may not be built between two hexes if one of
the hexes contains an enemy unit (or units) with a combined Combat value When a player builds a pontoon bridge, he “owns” it. Enemy units may not cross
of 3 or more. It may be built into a hex if the enemy unit(s) in that hex have that bridge in a march, retreat, or advance after combat; nor may they attack across
a combined Combat value of less than 3. it. The bridge remains on the map until an enemy unit with a Combat value of 5

20 © Multi–Man Publishing, Inc. 2018


Great Campaigns of the American Civil War

or more (or, in SIV, 3 or more) ends a march, retreat, or advance after combat in across hexside HCR W4126-W4226 for rules on how to destroy it. Note the +2
one of the two hexes connected by the bridge. At that time the Bridge marker is Destruction Die Roll Modifier for the Aqueduct.
immediately removed. A pontoon bridge is automatically destroyed at the end of
the Attachment Phase if the previous turn’s Recovery Phase or the current turn’s Destroyed Permanent Bridge/Ferry Effects
Attachment Phase has caused an enemy unit to have a combat value of 5 or more
If a permanent bridge or a ferry over a minor river is destroyed, a ford is considered
(or, in SIV, 3 or more) in one of the two hexes connected by the bridge. ZOC
to cross the hexside formerly occupied by the bridge/ferry. (ZOC do not extend
extend across undestroyed bridges normally, even a pontoon bridge constructed by
across destroyed bridge/ferry hexsides when the river they are on is unfordable.) If
the enemy player.
a permanent bridge or ferry over a major river is destroyed, no ford is considered to
Dismantling exist at that location.

If at any time during a march, an active unit occupies one of the two hexes con- Exception: If Snicker’s Ferry or Berry’s Ferry, both on the Shenandoah River, are
nected by a friendly pontoon bridge, the active player may “dismantle” that bridge. destroyed, a ford is considered to exist across that hexside.
If so, the Bridge marker is removed. This does not cost any MP, and the active unit 10.3 Repairing Permanent Bridges and Ferries
may continue its march afterwards.
The following GCACW Standard Rules for permanent bridge and ferry repair
Destroying Permanent Bridges And Ferries (identical to those in OTR) apply to all GCACW games.
If an infantry unit with a Combat value of 5 or more (or, in SIV, Note: These rules supercede the pertinent repair rules in SIV (see SIV 23.2). In
3 or more) ends a march in either of the two hexes connected by a SIV, both Union and Confederate units may attempt to repair bridges and ferries
permanent bridge, or if an infantry or cavalry unit of any Combat value according to the GCACW Standard Rules procedure.
ends a march in either of the two hexes connected by a ferry, the active
player may attempt to destroy that bridge/ferry. A unit may make a maximum of An infantry unit is eligible to repair a permanent bridge/ferry only if it meets all of
one attempt to destroy bridges/ferries per turn. However, a player may make more the following conditions in Step 1 of the Recovery Phase:
than one attempt to destroy the same bridge/ferry in a turn, as long as the attempts • It is at Fatigue Level 0.
are made by different units.
• It has a Combat value of 5 or more.
Exceptions: If an enemy unit occupies one of the two hexes connected by a bridge/ Exception: In SIV, it must have a Combat value of 2 or more.
ferry, the active player may not attempt to destroy it. Also, if one of the two hexes • It occupies a hex containing at least one destroyed permanent bridge or ferry
connected by a bridge/ferry is an enemy ZOC—including restricted ZOC— and hexside.
that ZOC is not occupied by a friendly unit, the active player may not attempt to
destroy it. Finally, some permanent bridges are indestructible (see below). • It must not have entrenched or built a pontoon bridge in the same Recovery
Phase.
Dams and Fords: Dams and fords may not be destroyed.
• In SIV, the Union player may only attempt to repair a bridge or ferry if at
Permanent Bridge/Ferry Destruction Procedure: To attempt to destroy a perma- least one of the hexes connected by the bridge is situated in a county that is
nent bridge or ferry, a player rolls a die. (This roll may be modified; see below.) currently controlled by the Union player (see SIV, 22.1).
• Bridge: If the modified roll is 2 or less, a permanent bridge is “destroyed.” If Repair Restrictions
the modified roll is 3 or more, the attempt to destroy the permanent bridge
has failed. • Cavalry/artillery units and leaders may not repair bridges or ferries.
• Ferry: If the modified roll is 1 or less, a ferry is “destroyed.” If the modified • A permanent bridge or ferry may not be repaired if one of the hexes con-
roll is 2 or more, the attempt to destroy the ferry fails. nected by the bridge/ferry contains an enemy unit or units with a combined
If a permanent bridge/ferry is destroyed, place a “Destroyed” marker directly on the Combat value of 5 or more (or, in SIV, 2 or more). It may be repaired if the
hexside. If a destroy attempt fails, the player may attempt to destroy the bridge/ferry enemy unit(s) in the connecting hex have a combined Combat value of less
again, as many times as he wishes, as long as a given unit makes no more than one than 5 (or, in SIV, a Combat value of less than 2).
attempt per turn. • Each player may make a maximum of one repair attempt per Recovery
Note: SLB does not have Destroyed markers. Players may use Destroyed markers Phase.
from other games, if available, or they may make their own markers. • Units may not repair in rain turns.
Destruction Die Roll Modifiers: If a player attempts to destroy a permanent Repair Procedure
bridge or ferry, his die roll is modified if any of the following conditions are in effect
(modifiers are cumulative): If an eligible unit attempts to repair a permanent bridge/ferry in the Recovery
Phase, the owning player follows this procedure:
–2: If the Confederate player is attempting to destroy a ferry.
1. He specifies the hexside on which the repair will be attempted.
–1: If neither hex connected by the bridge/ferry is an enemy ZOC hex (includ-
ing restricted ZOC). 2. He rolls a die, modifying this roll if necessary (see below).
–1: If the active unit attempting the destruction spent its entire march in the hex Permanent Bridge: If the modified roll is 3 or less, the bridge is repaired.
connected by the bridge or ferry, and the unit neither moved nor attacked Remove the Destroyed marker: the bridge is functional again. If the modi-
during its march. fied roll is 4 or more, the repair attempt fails.
+2: If the active player is attempting to destroy the C&O Canal Aqueduct Ferry: If the modified roll is 5 or less, the ferry is repaired. Remove the
(HCR W4126). Destroyed marker; the ferry is functional again. If the modified roll is 6 or
more, the repair attempt fails.
Indestructible Bridges: The following permanent bridges may not be destroyed: Exception: In AIO, a roll of “1” for a major river bridge repair is always
• Chain Bridge (SJW N5809; HCR E0537) successful, regardless of the modifiers.
• Aqueduct Bridge (HCR E0739) Repair Die Roll Modifiers: A player’s repair die roll is modified if any of the follow-
ing conditions are in effect (modifiers are cumulative):
• Patterson Viaduct (HCR E2317)
• Thomas Viaduct (HCR E2519) +1: If the river on which a permanent bridge or ferry is situated is currently
unfordable (see 12.0).
• Frederick Junction RR Bridge (HCR W4317; RTG S2428)
+2: If the river on which a permanent bridge or ferry is situated is a major river.
• Long Bridge (HCR E0941)
+1 If the attempt is for the Etowah RR bridge (across hexsides AIO
• Hunting Creek Bridge (HCR E0845) W5417-W5517)
C&O Canal Aqueduct: This aqueduct at HCR W4126 is not a terrain feature that +1 If the attempt is for the Chattahoochee RR bridge (across hexsides AIO
affects unit movement (it cannot be used as a bridge). Its only effect is destroying E2514-E2614)
it gives the Confederates VPs in some scenarios. It is treated as a permanent bridge

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Great Campaigns of the American Civil War

Chatham Bridge in SLB: In SLB, Chatham Bridge (4328–4427) may not be Note: If a multiple turn Rain result occurs when there are already one or more Rain
repaired, although the Union player may build a bridge at that hexside according to markers on the Turn Track, additional markers are placed on the track only if the
normal SLB bridge rules (see SLB 10.0). new Rain result extends the rain time period into turns which did not previously
possess a Rain marker. For example, if a “Rain (Current +2)” result occurs on Turn
11.0 Demoralization 6, Rain markers are placed in the Turns 6, 7, and 8 boxes on the Turn Track. If on
Turn 7 a “Rain (Current +1)” result occurs, no additional Rain markers are placed
A unit is assigned a Demoralize-1 marker (or has an exist- on the track because the new result does not extend the rain period. However, if on
ing Demoralize-1 marker flipped to its Demoralize-2 side) Turn 7 a “Rain (Current +2)” result had occurred, a Rain marker should be added
if it suffers an “R” result in combat. A unit is assigned a to the Turn 9 box due to the extension of the rain period.
Demoralize-2 marker if it suffers an “R*” result in combat.
Leaders are never demoralized. Demoralized units may be chosen to perform Rain Effects
actions normally, although their attack capabilities are less than normal.
Provisional Swamps: Provisional swamp hexes function as full swamp hexes in
Effects Of Demoralization –1 rain turns. If a Rain event occurs while a unit is in a provisional swamp hex with
no road, pike, or RR, the unit gains one Fatigue Level and its Strength marker is
A unit with a Demoralize-1 marker is affected as follows: disorganized. (If it is already disorganized, it is not further affected.) It also must
• Its Combat value when attacking is halved. Round fractions down to a be immediately moved into an adjacent, non-enemy occupied hex. This special
whole number. (Exception: A demoralize-1 unit with a Combat value of movement does not require activation and does not expend MP. It may not be into
1 or ½ has a Combat value of ½ when attacking.) The unit’s Combat value an enemy ZOC unless there are no non-enemy ZOC present. It also may not be
when defending is normal. into another swamp hex or across a major/minor river hexside without a bridge
or ferry. If no legal hex is available to move into, the unit is eliminated, and VP are
• Its Artillery value is 0 in both attack and defense. awarded for its loss.
• If inactive, it may not contribute in any way to the achievement of a flank Zones of Control: ZOC do not extend across ford or destroyed bridge/ferry
attack bonus. hexsides in rain turns. They also do not extend across creek hexsides untraversed
• It may not be selected to participate in a grand assault. by roads, pikes, RR or trail (unless at least one of the two hexes joined by that creek
hexside is a city hex).
Effects Of Demoralization –2
Attacks: The attacker subtracts 1 from all combat die rolls in rain turns. Attacks
A unit with a Demoralize-2 marker is affected as follows: cannot be made across ford or destroyed bridge/ferry hexsides in rain turns. Attacks
cannot be made across creek hexsides in rain turns unless the hexside is crossed by a
• Its Combat value when attacking is 1. (Exception: A demoralize-2 unit with
road, pike, trails, or RR (or at least one of the two hexes joined by the creek hexside
a Combat value of 1 or ½ has a Combat value of ½ when attacking.) The
is a city hex). In an attack across a permissible creek hexside in a rain turn, the
unit’s Combat value when defending is normal.
defender gains a +2 combat die roll modifier (instead of the normal +1).
• Its Artillery value is 0 in both attack and defense.
Movement: If a unit enters a hex across a road or RR hexside in a rain turn, it
• If inactive, it may not contribute in any way to the achievement of a flank expends 2 (not 1) MP. A unit entering a hex across a pike hexside expends 1½ (not
attack bonus. 1) MP in a rain turn. If a unit enters a mountain hex through a hexside crossed by a
• It may not be selected to participate in a grand assault. trail in a rain turn, it expends 3 MP instead of 2; if a unit enters a non-mountain hex
through a hexside crossed by a trail in a rain turn, it expends 2 MP instead of 1. In
• If a hex being attacked contains any units with Demoralize-2 markers, the rain turns, the cost to enter all types of major terrain without benefit of roads, pikes,
defender may have to subtract 1 from his combat die roll (see 7.4). trails, or RR is increased (see Terrain Chart).
Removal Of Demoralization Markers Rivers and Creeks: In rain turns, units may cross minor and major rivers only
at bridge, dam, and ferry hexsides—never at fords or destroyed bridges/ferries.
A Demoralized marker remains on top of the unit to which it is assigned wherever Units may cross creeks only across road, pike, RR or trail hexsides in rain turns.
that unit moves. However, a unit’s Demoralize-1 marker may be removed (or Exception: Units may always cross a creek hexside if at least one of the two hexes
a Demoralize-2 marker flipped to its Demoralize-1 side) during Step 3c of the joined by that hexside is a city hex.
Recovery Phase if that unit has a Fatigue Level of 0 or 1 (see 8.0).
Bridges: Units may not build or repair bridges or ferries in rain turns but may
12.0 Rain destroy them.
Rain is a random event in all GCACW games. The GCACW Entrenching: Units may not entrench in rain turns.
Standard Rules do not change the fact that rain effects apply only in
the Advanced Game in some games (SJW, AGA, HCR, RTG, SLB,
River Fordability
and BAC), and in both Basic and Advanced Games in others (SIV, In rain turns, units may not use fords to cross major or minor river
OTR and GTC). Furthermore, the GCACW Standard Rules do not modify how hexsides. Furthermore, Rain results on the Random Events Table may
players determine whether or not rain occurs. Each GCACW game uses its original cause fords to be unusable for an extended period of time after rain
Random Events Table according to that game’s specific rules, without modification. turns. Each time a Rain result occurs, the players must place a “Major
Also, note that in rain turns, units may not perform Entrenching actions, nor may Rivers Unfordable” and a “Minor Rivers Unfordable” marker on the Turn Track. (If
they entrench in the Recovery Phase. they are already on the Track, they must be advanced a variable number of boxes.)
Rain Note: If the game being played does not have either or both of these markers, play-
ers may use OTR or GTC markers, or they may make their own.
The Random Events Table has four possible “Rain” results:
The placement and movement of these two markers on the Turn Track is governed
• Rain (Current): Rain rules are in effect throughout the current turn only. by the type of Rain result that has occurred and the game being played. When a
Place a Rain marker on the Turn Track in the box corresponding to the Rain result occurs in any game, consult the chart below to get a Rain Number for
current turn. minor rivers.
• Rain (Current+1): Rain rules are in effect throughout the current turn
and the following turn. Place Rain markers on the Turn Track in the boxes Minor River Rain Number Table
corresponding to the current and immediately succeeding turns.
• Rain (Current+2): Rain rules are in effect throughout the current turn and
Rain Event OTR/AIO SIV All Others
the following two turns. Place Rain markers on the Turn Track in the boxes Rain (Current) 1 0 0
corresponding to the current and immediately succeeding two turns.
Rain (Current +1) 2 1 1
• Rain (Current+3): Rain rules are in effect throughout the current turn and
the following three turns. Place Rain markers on the Turn Track in the boxes Rain (Current +2) 4 3 2
corresponding to the current and immediately succeeding three turns. Rain (Current +3) 6 n/a 3

22 © Multi–Man Publishing, Inc. 2018


Great Campaigns of the American Civil War

Place the Minor Rivers Unfordable marker on the Turn Track a number of boxes • A force marker may not be placed within two hexes of an enemy cavalry
ahead of the current turn equal to the Minor River Rain Number. If the Minor unit.
Rivers Unfordable marker is already on the Turn Track, advance it by a number of Exception: A force marker may be placed within two hexes of enemy cavalry if all
turns equal to the Rain Number. Do not place the Minor Rivers Unfordable marker two-hex paths between the units are blocked by either: impassable terrain; woods
on the Track if the Rain Number is 0. hexsides not crossed by a road, pike, trail, or RR; or a friendly unit in the hex
Next, consult the chart below to get a Rain Number for major rivers. between the force marker and the enemy cavalry unit.

Major River Rain Number Table Moving Force Markers


Units on the Force Display must move according to the published rules. A player
Rain Event OTR/AIO SIV All Others moving a hidden force still rolls for that force’s movement in view of the enemy
Rain (Current) 1 1 1 player. Thus, the enemy player will have a good idea whether or not a friendly force
marker contains infantry or cavalry based on the number of dice rolled for the
Rain (Current +1) 3 3 2 movement. Dummy markers can be moved as either infantry or cavalry (with or
Rain (Current +2) 6 5 3 without a leader) at the discretion of the owning player. The player’s choice of how
to move dummy markers should be based on which type of unit he is trying to trick
Rain (Current +3) 9 n/a 4 the enemy player into thinking is present in that force. Any extended march rolls
Place the Major Rivers Unfordable marker on the Turn Track a number of boxes should be rolled in view of the enemy player; however, the moving player may make
ahead of the current turn equal to the Major River Rain Number. If the Major fake extended march rolls for hidden forces to confuse the enemy.
Rivers Unfordable marker is already on the Turn Track, advance it by a number Movement of dummy markers normally requires the player to win initiative and
of turns equal to the Rain Number. For example, in any of the games, for a Rain spend an activation. The only exception occurs when more than one force marker
Current result on turn 3, if the Major Rivers Unfordable Marker is not already on starts an activation in the same hex. In that case, one or more dummy markers may
the Turn Track, place it on turn 4. be moved from that hex at the same time as the force markers with actual units
without requiring a separate activation.
Unfordability Effects
If the Major Rivers Unfordable marker is on the Turn Track, units may not move, Revealing Enemy Forces
retreat, or advance across major rivers at fords in the current turn and all succeeding Players replace friendly forces markers with the units they represent (or remove
turns up to and including the box occupied by the marker. If the Minor Rivers them if they are dummies) in the following cases:
Unfordable marker is on the Turn Track, units may not move, retreat, or advance • If an enemy unit or force marker is adjacent to the friendly force marker (un-
across minor rivers at fords or destroyed bridges/ferries in the current turn and less impassable terrain makes it impossible to move between the two hexes).
all succeeding turns up to and including the box occupied by the marker. If a
unit cannot cross a hexside due to unfordability effects then its ZOC does not • If an enemy cavalry unit is within two hexes of the marker.
extend across that hexside. If a unit uses a ferry to move across a minor river that is Exception: A force marker may remain on the map within two hexes of enemy
currently unfordable, that unit must pay the normal ferry movement point penalty cavalry if all two-hex paths between the units are blocked by either: impassable
(Manpower value divided by 3, see Section 6.2). Remove a marker from the Turn terrain; woods hexsides not crossed by a road, pike, trail, or RR; or a friendly unit in
Track at the end of the turn corresponding to the box it occupies on the Track. the hex between the force marker and the enemy cavalry unit.
Note: This case requires actual cavalry units to be present on the map within two
Limited Intelligence (Optional Rule) hexes of the force marker; cavalry units under force markers can never reveal the
This optional rule can be used with any game in the series to better reflect the composition of an enemy force.
uncertainties of Civil War era command. In does significantly increase the time
Besides removing force markers in the cases listed above, force markers can be
required to complete a scenario. This rule requires mutual trust between the players
voluntarily removed at any time by the owning player (usually when he would
and should not be used for competitive play.
rather use them elsewhere on the map).
The Force Display
As described in Section 6.4, each player may remove stacks of counters and replace Great Campaigns on the Internet
them with a Force Marker. Normally, forces kept off-map on the Force Display
may be examined by either player at any time. When using these rules, each player’s On-line support for rule questions and clarifications. Send email to:
Force Display is kept secret from the enemy player. Hide each player’s Force Display ebeach@comcast.net
behind a screen or under a spare game box lid. Web Sites: http://www.multimanpublishing.com or http://www.gcacw.com
Placing Force Markers Email Mailing List: instructions on joining are found at: http://www.gcacw.
Each player is allowed to utilize up to ten force markers at a time. Not all games in com/mailist.htm
the Great Campaigns series include ten force markers for each player; players should Discussion Forums:
substitute additional counters as necessary.
• Consimworld:
A player may place one or more force markers during the Action Cycle whenever
he possesses the initiative. (He is not required to activate the units being replaced http://forums.consimworld.com (search for the Great Campaigns
with force markers during this action; he is free to take the action elsewhere). As folder)
described in Section 6.4, the units are removed from the map and placed on the • Board Game Geek:
force display. Two or more force markers may be simultaneously placed in the same http://www.boardgamegeek.com (find the specific game entry for any
hex (or one or more force markers may be added to a hex that already has a force
marker in it) to confuse the enemy about the direction in which a force will move. of the GCACW modules)
When more than one force marker is in a hex, the player is free to divide the units
in that hex between those forces as he sees fit. A player is permitted to assign no
actual units to a force marker; a phantom force of this type is referred to below as
a “dummy marker”. Dummy markers may be activated and moved (see below),
but may not be used to reveal enemy forces, collect VP, or trigger any other action
pursuant to the rules that requires the presence of an actual unit.
Placement of force markers must adhere to the following restrictions:
• A force marker may not be placed adjacent to an enemy unit (unless impass-
able terrain makes it impossible to move between the two hexes).

403 Headquarters Drive, Suite 8, Millersville, MD 21108 23


Entrenchment Table
Year 1861 1862 1863 1864
Entrenching Phase Recovery Recovery Action Recovery Action Recovery
Combat
Current Level of Entrenchment Resulting Level of Entrenchment
Mulitplier*
Breastwork – Breastwork – Breastwork – Breastwork –
None (see rules if in Redoubt) Abatis-Build Abatis
Build Build Complete Complete

Abatis-Build 1.0 Abatis N/A N/A N/A N/A N/A

Breastwork – Breastwork –
Abatis 1.5 N/A N/A N/A Fort Build – 1
Complete Build
1.5 Breastwork – Breastwork – Breastwork – Breastwork –
Breastwork – Build N/A Fort Build – 2
(1864 only) Complete Complete Complete Complete

Breastwork – Complete 2 N/A Fort Build Fort Build Fort Build Fort Build – 1 Fort – Complete

Fort – Fort – Fort –


Fort Build 2 N/A N/A N/A
Complete Complete Complete
Fort –
Fort Build – 1 2 N/A N/A N/A N/A Fort Build – 2 Complete
Fort – Fort –
Fort Build – 2 2.5 N/A N/A N/A N/A Complete Complete
* Once units reach Fort-Complete, their combat multiplier is 3 in all games.

Minor River Rain Number Table


Recovery Phase Summary
1. Units at Fatigue Level 0 may entrench, build bridges, or repair Rain Event OTR/AIO SIV All Others
bridges and ferries. (They may only perform one of these activities
Rain (Current) 1 0 0
per phase.)
2. Units at Fatigue Level 0, 1, or 2 may forage in the Advanced Rain (Current +1) 2 1 1
game.
Rain (Current +2) 4 3 2
3. Units at Fatigue Level 0 or 1 may be affected as follows (also see
8.0): Rain (Current +3) 6 n/a 3
a. Units at Fatigue Level 0 or 1 with disorganized Strength markers Major River Rain Number Table
have these markers flipped to their organized sides.
Exception: In the Advanced Game, out of supply units with dis-
organized Strength markers are unaffected; their markers remain Rain Event OTR/AIO SIV All Others
disorganized (except SLB/RTG).
b. Units at Fatigue Level 0 or 1 which are on their exhausted sides Rain (Current) 1 1 1
are flipped to their normal sides. Rain (Current +1) 3 3 2
c. Units at Fatigue Level 0 or 1 with Demoralize-1 markers have
those markers removed. Units at Fatigue Level 0 or 1 with Rain (Current +2) 6 5 3
Demoralize-2 markers have these markers flipped to their Rain (Current +3) 9 n/a 4
Demoralize-1 sides.
4. Units at Fatigue Level 3 or 4 are flipped to their exhausted sides.
If they are already exhausted there is no further effect.
5. Units at Fatigue Level 1 or more lose 3 Fatigue Levels (to a
minimum of 0).
Woods Hexside (Restricted ZOC)
6. Out of supply units with organized Strength markers in the Summary of Effects
Advanced Game have these markers flipped to their disorganized
sides (except RTG/SLB). 1. MOVEMENT: Restricted ZOC do not restrict movement in any way
(Section 6.2). A unit can move through a restricted ZOC without having to
Games of the Great Campaigns of the American Civil War Series stop and can leave a restricted ZOC without having to pay a +1 movement
Volume 1: Stonewall Jackson’s Way (1992) penalty.
Volume 2: Here Come the Rebels! (1993) 2. ATTACKS: Units may only attack across a woods hexside in certain condi-
Volume 3: Roads to Gettysburg (1994) tions. Refer to Section 7.0, Combat, Attack Restrictions.
Volume 4: Stonewall in the Valley (1995)
Volume 5: Stonewall’s Last Battle (1996) 3. FLANK ATTACKS: Restricted ZOC count as covered hexes when com-
Volume 6: On to Richmond (1998) puting the basic flank bonus. However, the final flank bonus is reduced by one
Volume 7: Grant Takes Command (2001) for each hex covered by a restricted ZOC. Refer to Section 7.4, Flank Attacks.
Skirmisher Module 1: Burnside Takes Command (2003) 4. RETREAT AND ROUT: Restricted ZOC affect retreats and routs just
Skirmisher Module 2: Rebels in the White House (2003) like normal ZOC.
Volume 8: Battle Above The Clouds (2009)
Volume 9: Stonewall Jackson’s Way II: Battles of Bull Run (2013, contains 5. COMMAND RADIUS: Restricted ZOC block an enemy leader’s com-
redesign of SJW and All Green Alike) mand radius just like normal ZOC.
Volume 10: Atlanta Is Ours (2018)
Volume 11: Roads to Gettysburg II: Lee Strikes North (2018, contains
redesigns of HCR, RTG, & RWH) MMP grants permission to photocopy charts and tables on this page for personal use only.

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