War between the states



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[18.0] RAILROADS

At the beginning of the game, each player possesses those railroads that lie in his country (exception: see rule [18.4]). The rail lines in Kentucky and Missouri are “neutral,” and may be used by both players. During the course of play, rail lines may change hands, be destroyed and repaired.



[18.1] The Rail Net

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



[18.2] Destroying Railroads

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



[18.21] A combat unit of any non parenthesized strength may execute rail destruction. The unit expends one movement point to destroy the rail line, and it may execute normal ground movement before or after executing the destruction. Rail destruction is therefore considered movement, whether or not the unit stirs from its hex and, accordingly, a unit must receive a movement command to execute rail destruction.

[18.22] Destruction of a rail hex requires a conscious act. The passage or presence of a friendly ground combat unit in itself does not eliminate rails, though it may cause a change in ownership (see rule [18.1]), or curtail the use of the railroad.

[18.3] Rail Repair

During a strategic turn, each player may mobilize and deploy rail repair units. The function of such units is to repair destroyed rail lines. To do so, they enter a destroyed hex, displacing or removing the rail junction/rail cut marker to indicate their repairs.



[18.31] Rail repair units have a movement allowance of two. A rail repair unit may move up to two hexes per turn by conventional ground movement along a railroad, ignoring other terrain in the hex, at the cost of one movement point for each hex entered, as long as at least one of the two hexes entered has been destroyed, repairing any of the hexes entered. If no destroyed railroad hex is present within two hexes of the rail repair unit, it may not use conventional ground movement and must move either by rail or water movement. Rail repair units may not use forced march to increase their movement allowance.

[18.32] A rail repair unit may not enter an enemy controlled hex regardless of the presence of friendly units.

[18.33] When a rail repair unit moves by water and disembarks onto a rail hex, the act of disembarkation creates a friendly railhead in that hex. A marker should be placed accordingly. That is one means by which the Union player could establish a railhead at, for instance, Memphis.

[18.4] The B&O Railroad

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

In point of fact, the management of the railroad raised a private army in the winter of 1860-61 to protect its property from all comers. The management was pro Union, and maintained its right of way in Virginia in defiance of Confederate civil authority until the Confederates fielded an effective army.

[18.5] Kentucky Railroads

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



[18.6] Missouri Railroads

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




Rail Net Status Example

Tinted units are Confederate units.

By the luck of the roll, Kentucky railroads fell to the Rebels. Some time afterward, a Union rail repair unit landed at Columbus (3221), thereby establishing a Union railhead. On subsequent game turns, the Union infantry division marched down the intact rail line to hex 3229, where the Union railhead is presently located. While that was going on, a Union cavalry division marched from Cincinnati (off map to the northeast), bringing another railhead to hex 3823. During all that, the Confederate army destroyed the railroad between hexes 3425 and 3724, inclusive. The Union rail repair unit is positioned to begin repairing that stretch. The rail line between 3322 and Paducah is still Confederate, though the Union division may move out of Union City on the next game turn and begin to put that line in the Union net.







[19.0] SCENARIOS

[19.1] How the Game is Played

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

[19.2] Force Deployment

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



[19.3] Scenario Format

[19.31] Map to be Used

  • Eastern scenarios are always played on map C.

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

[19.32] Forces Available and Initial Set‑Up

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



[19.33] Scenario Lengths

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



[19.34] Special Rules and Restrictions

Any special rules and restrictions pertaining to a scenario will be detailed in this section.



  • The production phase of the strategic turn is not used in playing a scenario. The effects of production are simulated by providing the player with reinforcements at the conclusion of each fourth, eighth, 12th, etc., game turn, which he then deploys, as noted on the Turn Record, at the beginning of the following player turn.

  • The political Interaction phase is not used in the scenarios. Rather, specific victory conditions are noted (see rule [19.36] and the scenarios themselves).

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

[19.35] Initiative Pool Composition

The initiative pools for each scenario are as follows:



Scenario

Pool Composition

West 1862

0, (1), 2, 3

East 1862

0, 1, (2), 3

West 1863

2, (3), 4

East 1863

1, (2), 3

West 1864

2, (3), 4, 5

East 1864

1, 2, (3), 4

Note: See rule [26.3].

[19.36] Victory Conditions

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



[19.37] Scenario Supply

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



[19.38] Scenario Rail Capacity

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



Scenario

Union Capacity

Confederate Capacity

West 1862

3

3

East 1862

2

2

West 1863

4

3

East 1863

3

2

West 1864

5

2

East 1864

4

3

[19.4] SCENARIO WEST 1862

[19.41] Use maps A and B.

[19.42] Use forces for maps A and B under 1862 Deployment (see separate sheet).

[19.43] Scenario length is 18 game turns.

[19.44] Special Rules and Restrictions

Union Army and Army Corps Formation

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



Confederate Army and Army Corps Formation

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



Subordination of Grant

Starting with Game Turn 9, Grant and his corps must remain stacked with the Union army created on that turn for the remainder of the scenario. That army may only move and fight with Halleck, and Grant can only move and fight with Halleck. (Grant’s subordination to Halleck means he may not roll for his own initiative, either for movement or combat.)



Death of Johnston

If A. Johnston is killed, he is replaced by Beauregard.



Weather

The first eight game turns are winter weather. Supply train ground movement is restricted to roads. No unit may cross a river except by road or by ferry action of river transport.



[19.45] Victory Conditions

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



Union Victory Points

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



  • New Madrid (A3201) 1 point

  • Columbus (A3221) 2 points

  • Bowling Green (A4420) 3 points

  • Nashville (A4825) 25 points

  • Memphis (A2828/B2802) 25 points

  • Chattanooga (A5130/B5104) 50 points

  • Vicksburg (B2317) 100 points

At the end of the scenario, he receives one victory point for each Confederate strength point besieg­ed at that time. And, in addition to all the above, he receives one victory point for each Confederate strength point eliminated over the course of the scenario.

Confederate Victory Points

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



  • Columbus (A3221) 10 points

  • Bowling Green (A4420) 15 points

  • Nashville (A4825) 20 points

  • Memphis (A2828) 25 points

At the conclusion of any Union player turn, the Confederate player receives one victory point for each Confederate strength point adjacent to Paducah (A3419), St. Louis (A2712), and/or any other Union city. In addition to all the above, he receives one victory point for each Union strength point eliminated over the course of the scenario.

Victory Determination

The Union player must score at least 50 vic­tory points or he loses, regardless of the Con­federate score. Assuming that condition is met, the winner of the scenario is the player with the most points. If a player scores twice as many or more points than his opponent, he may consider himself a decisive winner.



[19.5] SCENARIO EAST 1862

[19.51] Use map C.

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

[19.53] Scenario length is 22 game turns.

[19.54] Special Rules and Restrictions

Union Army Corps Formation

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



Confederate Corps Formation

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



Arrival of Lee

On Game Turn 17, the Confederate player may replace J. Johnston with Lee.



Weather

The first eight game turns are winter weather. Supply train movement is restricted to roads. No unit may cross a river except by road or river transport ferry.



[19.55] Victory Conditions

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

The Confederate objective was simply to repel all Yankee invasions, preserving their armies in the field, and retaining a hold on as much Southern ter­ritory as possible.

Union Victory Points

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



  • Morehead City (C3029) 5 points

  • New Bern (C2828) 10 points

  • Norfolk (C31I9) 15 points

  • Lynchburg (C1717) 20 points

  • Richmond (C2516) 100 points

If he is besieging Richmond at the conclusion of the scenario, he receives 50 victory points. In addi­tion to the awards above, the Union player receives one victory point for each Confederate strength point eliminated over the course of the scenario.

Confederate Victory Points

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



  • Harper’s Ferry (C2206) 25 points

  • Fortress Monroe (C3118) 50 points

  • Wilmington (C2533) 5 points

  • Charleston (C1640) 5 points

  • Savannah (C1044) 5 points

If the Confederate player controls any Union city at the conclusion of any Union player turn, he receives 20 victory points.

If the Confederate player is besieging Washington at the conclusion of any Union player turn, he receives 100 victory points.

At the conclusion of any Union player turn after Game Turn 10 that there are Confederate units ad­jacent to Washington, the Confederate player receives one victory point for each such Confederate strength point.

In addition to all the above, the Confederate player receives 1.5 victory points for each Union strength point eliminated over the course of the scenario.



Victory Determination

The Union player must score at least 50 victory points or he loses, regardless of the number scored by the Confederate player. Assum­ing that condition is met, the winner of the scenario is the player with the most points. If a player scores twice as many points as his oppo­nent, he can consider himself a decisive winner.



[19.6] SCENARIO WEST 1863

[19.61] Use maps A and B.

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

[19.63] Scenario length is 20 game turns.

[19.64] Special Rules and Restrictions

Union Siege of Vicksburg, Port Hudson

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



Rosecrans Somnolent

The Union player may not freely allocate com­mand to Rosecrans during the first 12 game turns. In order to move, Rosecrans must succeed in rolling for his initiative.



After Vicksburg Falls

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



[19.65] Victory Conditions

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



Union Victory Points

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



  • Vicksburg (B2317) 10 points

  • P. Hudson (B2125) 10 points

  • Knoxville (A5624) 15 points

  • Chattanooga (A5130/B5104) 25 points

  • Little Rock (B1705) 10 points

  • Atlanta (B5410) 50 points

  • Mobile (B3625) 25 points

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

Confederate Victory Points

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



  • Knoxville (A5624) 15 points

  • Chattanooga (A5130/B5104) 15 points

The Confederate player receives one victory point for each Confederate strength point adjacent to Nashville (A4825) at the conclusion of a Union player turn on any date after Game Turn 6.

The Confederate player receives one victory point for each Union strength point eliminated over the course of the scenario.



Victory Determination

The Union player must score 100 victory points or he loses. Assuming the Union minimum is met, the Union player wins if he has a ratio of three or more victory points for every two Confederate victory points; otherwise, he loses and the Confederate player wins.



[19.7] SCENARIO EAST 1863

[19.71] Use map C.

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

[19.73] Scenario length is eight game turns.

[19.74] Special Rules and Restrictions

Hooker Replaced

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



Union Movement Restriction

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



[19.75] Victory Conditions

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



Confederate Victory Points

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



  • Philadelphia (C3401), Baltimore

(C2806), or Washington

(C2608) 200 points



  • Any other Union city 20 points

  • Any initial Union fort hex 30 points

The Confederate player receives 100 victory points if the Union player does not have rail com­munication with Washington at the end of the scenario. The Union player must be able to trace a path of rail hexes from Philadelphia to Washington such that he could move a hypo­thetical unit by rail from Philly to DC; that is, the line has to be free of cuts and Con­federates.

The Confederate player receives two victory points for each Union strength point besieged at the end of the scenario.

In addition to all the above, the Confederate player receives one victory point for each Union strength point destroyed in action.

Union Victory Points

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



  • Charlestown (C1640) 50 points

  • Richmond (C2516) 200 points

The Union player receives 50 victory points if he is besieg­ing Richmond at the end of the scenario.

The Union player receives one victory point for each Confederate strength point in Union territory at end of the scenario that can not trace a path at least one hex to a road that, in turn, traces free of Union units to some Confederate department. In other words, if the Confederates wall themselves in some place in the north, they concede points if they fail to secure their road communications south.

Finally, the Union player receives one victory point for each Con­federate strength point eliminated over the course of the scenario.

Victory Determination

The Confederate player must score at least 30 vic­tory points or he loses. The Union player must score at least 20 victory points or he loses. Theoretically, both players can lose. Assuming both players score their minimums, the player with the most points wins.



[19.8] SCENARIO WEST 1864

[19.81] Use maps A and B.

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

[19.83] Scenario length is 24 game turns.

[19.84] Special Rules and Restrictions

Red River Campaign

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



Weather

Winter weather prevails through the end of Game Turn 4. Supply trains may only move by road, rail or water. Units may only cross rivers at roads or by river transport ferry. Starting with Game Turn 5, the Union player rolls a die at the begin­ning of his player turn. If he rolls a one, two or three, any river transport or flotillas on the non‑tidal por­tion of the Red River are stranded by low water and may not move or attack that turn.



[19.85] Victory Conditions

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



Union Victory Points

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



  • Shreveport (80815) 5 points

  • Mobile (B3625) 10 points

  • Atlanta (B5410) 25 points

Those awards are doubled if the Union player can trace a supply chain from those localities to any Union department.

If the Union player captures Shreveport (BO815) by the conclusion of Game Turn 7, he receives 25 victory points.

The Union player receives three victory points for each besieged Confederate strength point at the end of the scenario.

The Union player receives two victory points for each Con­federate strength point eliminated over the course of the scenario.



Confederate Victory Points

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



  • Shreveport (B0815) 10 points

  • Mobile (83625) 20 points

  • Atlanta (B5410) 50 points

If the Union Player fails to capture Shreveport by the end of Game Turn 7, the Confederate player receives 15 victory points.

The Confederate player receives three victory points for each Union strength point eliminated over the course of the scenario.



Victory Determination

The Union player must score at least 50 vic­tory points or he loses. Assuming he scores the minimum, he wins if he has a ratio of two to one or more in victory points over the Confederate player; otherwise, he cannot win. The Confederate player wins if the Union player does not score his minimum, or if the Confederate player scores more points than the Union player. If the Union player scores more points than the Confederate, but does not have at least twice as many, the game is a tie.



[19.9] SCENARIO EAST 1864

[19.91] Use map C.

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

[19.93] Scenario length is 16 game turns.

[19.94] Special Rules and Restrictions

Weather

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



[19.95] Victory Conditions

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

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

Union Victory Points

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



  • Savannah (C1044) 10 points

  • Charleston (C1640) 15 points

  • Wilmington (C2533) 15 points

  • Goldsboro (C2426) 15 points

  • Petersburg (C2518) 20 points

  • Richmond (C2516) 100 points

If the Union player is besieging Richmond at the end of the scenario, he receives 25 victory points.

The Union player receives three victory points for each Con­federate strength point eliminated over the course of the scenario.



Confederate Victory Points

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

The Confederate player receives 10 victory points for controlling any Union town at the conclusion of any Union player turn.

The Confederate player receives two victory points for each Union strength point eliminated over the course of the scenario.

The Confederate player receives one victory point for each Con­federate strength point sent west (exiting the map below hex 0132) before the end of Game Turn 12.

Victory Determination

The Union player must score at least 60 vic­tory points or he loses. Assuming he scores the minimum, he wins if he has a ratio of two to one or more in victory points over the Confederate player; otherwise, he cannot win. The Confederate player wins if the Union player does not score his minimum, or if the Confederate player scores more points than the Union player. If the Union player scores more points than the Confederate — but does not have at least twice as many — the game is a tie.



[20.0] CAMPAIGN GAME

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

The campaign game uses several rules not used in the scenarios: Production Phase (Sec­tion [21.0]), Additional Production Phase Events (section [22.0]), Personnel Points (section [23.0]), and Blockade (section [24.0]). Victory conditions for the campaign game are also different from those used in the scenarios (see section [25.0]). Finally, several op­tional rules are provided (section [26.0]) that will add considerably to the flavor of the game while also adding complexity.



NOTES:

  1. The campaign game calls for all three maps — A, B, and C.

  2. The campaign game uses the forces listed for all three maps on the 1861 Deployment chart (see separate sheet).

  3. The length of the campaign game varies accor­ding to how quickly the victory conditions are met.

  4. For special rules applying solely to the cam­paign game, see Sections [21.0] through [25.0].


[21.0] PRODUCTION PHASE (Campaign Game)

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



1. Supply Point Generation Segment

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



2. New Unit Initiation Segment

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



3. Existing Unit Augmentation Segment

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



4. Produced Unit Deployment Segment

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



5. Brigade Merge Segment

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



6. Fort Construction and Deployment Segment

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



7. Department Deployment Segment

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



8. Headquarters Deployment Segment

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



9. Leader Pick Segment

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



10. Confederate Replacement Segment

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



11. Militia Demobilization

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

Most of the preceding activities may be executed secretly to one degree or another. To the extent the players trust one another’s competence or honesty, such secrecy can be fun. Of course, the ac­tual war was fought with little regard for security considerations. Each side’s plans and activities were reported in great detail by newspapers. There was never any secret about how many regiments were being formed in, say, Massachusetts, or ships being fitted out in Baltimore. But neither side possessed the staff organization to process the in­formation available into a coherent, usable form.

[21.1] The Production Spiral

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



Example: It is the strategic turn of cy­cle number one of year 1862. The Confederate player desires to create an infantry division (strength 8 points). He expends 24 personnel and 16 supply points (see rule [21.9]), obtains the unit desired from the collection of units not in use, and traces along the spiral arm emanating from Cycle 1 to the slot picturing a “new” infan­try unit, placing the unit in that slot. Note the slot falls in the cycle number 5 slice. When play progresses to the strategic turn of Cycle 5, the Confederate player will remove the infantry division from the display and deploy it on the map.

[21.2] Union Supply Point Generation

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



[21.3] Confederate Supply Point Generation

The Confederate player receives supply points from three sources:



  • Confederate major cities

  • Confederate sea ports

  • Confede­rate towns in rail contact with one of the major cities.

[21.31] Confederate Major Cities

The cities of Atlanta, Memphis, Nashville, New Orleans, and Richmond are the framework of the Southern economy. On their own, held by the Confederate player, they produce varying amounts of supply points each cycle as shown on Schedule [21.35] (Exception: See 13.39). Additionally, they are the touch­stone by which the Confederate player judges whether his seaports and other towns con­tribute Supply.



[21.32] Confederate Cities and Towns

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



[21.33] Confederate Seaports

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



[21.34] Confederate Supply Cities and Sea Ports (see separate sheet)

The following cities and towns are considered Confederate supply cities as long as the Confederate player has river transports plying the rivers to carry supply from them to cities with rail lines connected to major cities. The route traced must be free of any Union river or naval flotillas for the city or town to be eligible to contribute supply:



City/Town Hex

Shreveport B0815

Alexandria B1421

Little Rock B1705

Natchez B2020

Bayou Sara B2024

Arkansas Post B2108

Port Hudson B2125

Baton Rouge B2126

Helena B2405

Yazoo City B2514

Biloxi B3227



[21.35] Confederate Major Cities Supply Point Schedule (see separate sheet)

[21.4] Existing Unit Augmentation

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



Example: a Union 3‑3 infantry division could be withdrawn in this fashion, exchanged for a 10‑3, and returned as a new unit (10‑3) four cycles later, a gain in strength of seven points for the cost of seven personnel points. If the Union player had created a 7‑3 out of nothing, it would cost him 21 personnel points. Supply cost is 21 supply points in both cases.

[21.5] Militia and Garrison Conversion

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



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

[21.6] Where Newly Produced Units Deploy

[21.61] Union Deployment

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

Union naval transport and naval flotillas are placed in hex C3901.

Union river transports, river flotillas, and ironclads may be placed in hex C3901 or in St. Louis, Cincinnati, or Pittsburgh.



Note: No Confederate naval unit may ever occupy hex C3901.

[21.62] Confederate Deployment

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

Confederate river transport and river flotillas may be placed on any Confederate city in a coastal hex or touching on a tidal river or on an ex­isting base.

Confederate ironclad units may only be placed in Norfolk, Charleston, or New Orleans, or on an existing base.



[21.63] When deploying ground combat units, the player must spread the units of a given type as evenly as possible among the existing depart­ments. For example, if he has seven infantry units to deploy among six eligible departments, he must deploy at least one unit on each department, with one department of his choice receiving two units. In so deploying, he need not concern himself with the strength of the units deployed, but only their number in terms of counters. (One of the seven could be a 10‑3, and the other six all 1‑3s.) Naval and river units may be deployed unevenly.

[21.7] Pro­duction of Ironclads

[21.71] Confederate

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



[21.72] Union

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



[21.8] Base Deployment

[21.81] Union

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



[21.82] Confederate

Confederate bases may be deployed in any Con­federate seaport or in any city that touches on a navigable river hexside.



[21.83] A given base functions for a player as an aid to the embarkation and debarkation of units and, for the Confederate player, as an ironclad construction site. They have no other purposes.

[21.9] Production Costs

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

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

[21.93] Union Production Spiral (see separate sheet)

[21.94] Confederate Production Spiral (see separate sheet)

[21.10] Campaign Game Additional Rules
The Confederate player may, during any strategic turn, build a fort in the city of Richmond, free of supply point cost. During any later strategic turn, the Confederate player may convert the fort into a fortress, also free of supply point cost.
The Union player may, during any strategic turn, build a fort in the city of Washington, free of supply point cost. During any later strategic turn, the Union player may convert the fort into a fortress, also free of supply point cost.
[22.0] ADDITIONAL PRODUCTION PHASE EVENTS (Campaign Game)

[22.1] Military Departments

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

[22.11] Department Deployment

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



[22.12] Restrictions on Union Departments

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



[22.13] Restrictions on Confederate Departments

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



[22.14] As long as departments meet the criteria set down in rules [22.12] and [22.13] for their respective deployments, they may function to provide supply and to serve as a deployment site for units (see also rule [21.6] for additional deployment restrictions). If they fail to meet the criteria, or if they are besieged, they do not function. Departments cannot be destroyed; rather, they are simply neutralized by enemy occupation or restricting presence. A neutralized (non-functioning) department merely sits on the map doing no one any good or any harm until such time as the owning player relocates it to a site where it will function. Note that Union departments are more sensitive to Confederate presence than Confederate departments are to Union presence. Confederate departments provide supply as long as they are unbesieged or unoccupied.

[22.2] Creation of Headquarters Units

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



[22.21] When created, headquarters are placed on any existing department at the player’s option.

[22.22] The Cycle Turn Record Track states when a player may attempt to deploy army or corps headquarters. To deploy an army headquarters, a player rolls the die. If he rolls a one, he may deploy one army headquarters. To deploy corps headquarters, a player rolls the die. If he rolls a one, he rolls a second time and deploys the same number of corps headquarters as the second die roll. If he first rolls a two through six in either of the above attempts, he fails to deploy any HQs.

Starting with Production Cycle 4/62, the Union player may create headquarters on a die roll of one to four, instead of just one, and the Confederate player may create headquarters on a die roll of one to three, instead of just one.



Players’ Note: Headquarters are a tremendous benefit to moving and fighting. Their random introduction into play is meant to simulate the historical evolution of the command structure on both sides.

[22.3] Brigade Merge

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



[22.4] Fort Construction

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



Step 1: The player states where he is building the fort, states the number of supply points he is expending on the construction, and expends them.

Step 2: He rolls the die and consults the Fortification Construction Table, which tells him whether the construction succeeds. If it does, he may place a fort marker in the designated hex. If it fails, he may not place one. (He has in effect wasted the expended supply.)

A fort built on a river may be placed so as the “x” faces either hexside or hex vertex. This allows the fort to command the junction of the two rivers, such as the Mississippi and Ohio Rivers at Cairo, IL (A3119).



[22.41] Where the Supply for Construction Originates

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



[22.42] Construction Restrictions

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



[22.43] Fortress Construction

A fortress may be built on any hex containing a friendly occupied fort. The player expends supp­ly as in rule [22.4] and rolls the die. If successful, he flips the existing fort marker over so its fortress side shows. A player may attempt to build one fortress per strategic turn.



[22.44] When a fort is constructed and deployed, the player may locate units existing in the hex out­side or inside the fort at his option.

[22.45] Demolishing Fortifications

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



  • Prevent their falling into hostile hands and

  • Recover markers needed elsewhere.

There are no other benefits.

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

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

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



[22.51] Deployment of Newly Picked Leaders

A newly selected leader must be placed:



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

  2. On a department

Leaders replaced by paroled leaders are dumped back in the leader pool. Leaders killed in combat are removed from play.

Exception: When using rule [27.0], leaders replaced by paroled leaders are moved to the nearest unbesieged department.



[22.52] Promotion/Demotion of Leaders

During this segment, a player may:



  • demote (re­move) a leader from command of a corps via exer­cise of option one above (rule [22.51]), replacing an old com­mander with a newly selected leader. The replaced commander is immediately tossed back in the leader pool. The enemy player gains one political point for the demotion.



  • place a leader in command of an HQ (stack him on top), if the HQ is without a commander and the leader is stacked in the same hex.



  • replace an existing com­mander with another leader stacked in the same hex. The demoted leader is tossed into the leader pool and the enemy player receives two political points.

Note there are only four ways an existing com­mander can be effectively replaced as commander of a headquarters:

  1. Replacement by a newly picked leader;

  2. Replacement by an existing leader;

  3. Killed in combat, vacating command; or

  4. Moves away from his command during the progress of the game, leaving the command va­cant.

Note: Obviously, method number four will be the most common way in which players replace inept commanders. Methods one and two are only safe when the player has a big political point bulge. Inept leaders usually have a low initiative (that is why they are poor); so it is not always convenient to arrange for a bad leader to walk away from his command.

[22.53] Parole

An enemy player with a captured leader may in­tervene in the promotion process, substituting the captured leader for any leader the friendly player has just placed in command.



[22.54] Historic Leader Pools

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



CONFEDERATE POOL

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

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

2/62 Buchanan (naval leader) enters game.

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

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

Add to Pool 6/63: Hood, Walker

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

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

UNION POOL

Initial Pool: Halleck, Buell, Burnside, Banks

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

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

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

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

Add to Pool 1/63: Sickles, Howard

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

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

Add to Pool 8/63: Warren, Steale

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

Add to Pool 11 /64: Wilson



[22.6] Militia Demobilization

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



[22.7] Special Confederate Replacement Rule

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



Players’ Note: This rule simulates the more effec­tive Confederate manpower allocation. Starting in 1863, they rarely created new regiments; in­stead, they used new recruits to strengthen existing units at or near the front. The Confederate player may, in effect, treat garrison points as replacement battalions.

[23.0] PERSONNEL POINTS (Campaign Game)

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



[23.1] Personnel Point Display

Each player has a Personnel Point Display com­posed of several tracks. The top track on the display is labeled the “Initial Volunteer Call,” and is composed of a series of boxes, each containing a definite cycle date and a specific number. The tracks underneath this display are labeled in order: “Second Volunteer Call,” “Third and successive Vol­unteer Calls,” “First Draft,” “Second Draft,” “Third and Successive Drafts.” The number in each box is the number of personnel points available to the player on the cycle in play for him to expend in unit production.



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

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

[23.2] How the Display Works

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



Example: assume the Union player refrains from a new call until 0/8/62, at which time he makes the second volunteer call (see rule [23.1]). At that time he receives the stated number of per­sonnel points in box number 1 of the second volunteer call track, with successively diminishing numbers of points given on succeeding boxes for the suc­ceeding cycles until a new minimum is reached in box number 6 of the track. That minimum would apply for the sixth cycle of the second call and all succeeding cycles until such time as the player made either a third volunteer call or a first draft.

Note: If they wish, players may use blank or unused counters to mark the progress and position of a call or draft.

[23.3] Using Personnel Points in Production

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



Example: assume the Union player has 40 per­sonnel points available on 0/2/64, because it is the third month of the second draft call. He may use up to 40 points in producing some com­bination of units. Unlike supply points, which may be stored in the general supply point pool, unexpended personnel points are lost. If the Union player does not use all 40 points in the 0/2/64 Production Stage, he loses the unexpended portion. They do not carry over to the following cycles.

[23.4] Manpower Progression

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



[24.0] BLOCKADE (Campaign Game)

During the war, Confederate seaports were subjected to Union naval blockade. In its most basic form, that comprised stationing warships on patrol off the entrance of each port block­aded. The warships would stop and search each vessel entering or leaving port for contraband, the list of which grew to encompass every useful commodity or manufacture. All things being equal, the effectiveness of the blockade depended on the number of blockading ships, their ability to find and intercept vessels, the skill and quality of the block­ade runners, and the nature of the port. In the ear­ly years of the war, the Union lacked numbers of suitable ships, and almost any kind of vessel stood a reasonable chance of running the blockade. As the war progressed and the number of seaports blockaded dwindled, the number of blockaders at any port increased as did their quality. Blockade running then became a chancy business. Still, in the days before radar, specially built speedy, shallow draft ships, taking advantage of night and bad weather, could usually slip through. The Union found the best answer to blockade running was either seize the seaport or establish a fort the guns of which could dominate the entrance to the port and support close-in small patrol boats.



[24.1] Characteristics of Southern Ports

Norfolk has access to the sea through hex C3118 and through the gap C3217/C3218. An occupied Union fort or fortress on hex C3118 means Norfolk is automatically blockaded and may not import supply. Since the Union player starts the war in occupation of Fortress Monroe (C3118), and is unlikely to abandon or lose that position, Norfolk is effectively blockaded from the start.
New Bern is automatically blockaded if the Union player occupies a fort at hex C3328 and has a naval flotilla at large in Pamlico Sound.
Morehead City may not be automatically blockaded by a nearby fort. The Union player must seize the port or take his chances on ship blockade.
Wilmington: a Union occupied fort at either hex C2534, C2434 or C2433 automatically blockades this port.
Charleston: Union occupation of Fort Sumter automatically blockades this port.
Savannah: a Union occupied fort at hex C1145 automatically blockades this port.
Brunswick: a Union occupied fort at hex C0850 automatically blockades this port.
Pensacola: as long as the Union player occupies Fort Pickens (which he does from the start), Pensacola is auto­matically blockaded.

Mobile: a Union occupied fort at hex B3627 automatically blockades this port.
New Orleans, Procterville and Brashear: these three ports lie in the delta of the Mississippi River, with dozens of possible routes of access. On­ly if the Union player can occupy forts on all land hexes adjacent to one of these parts can it be con­sidered automatically blockaded.
Jacksonville: A Union occupied fort in hex C0853 automatically blockades this port.

Galveston may not be automatically blockaded by a nearby fort. The Union player must seize the port or take his chances on ship blockade.

Sabine City may not be automatically blockaded by a nearby fort. The Union player must seize the port or take his chances on ship blockade.

[24.2] Ship Blockade

A seaport is blockaded for a given strategic turn if:



  • The Union player meets the criteria for that port (see rule [24.1]); or

  • If he successfully ex­ecutes the ship blockade routine for the port.

[24.21] Blockade Routine

The Union player totals the number of naval flotilla units within two hexes of the port in question and rolls a die, consulting the Blockade Table. The result is either a successful blockade — meaning the Confederate player may not import supply points through that port during that strategic turn — or the result is “no blockade” — meaning the Confederate player can import. The presence of Confederate ironclads in the port in question can alter the value of the die roll.



[24.22] Blockade Table (see separate sheet)

[24.23] The fact there is no notation for Union blockade in S/61 means the Union player may not exercise ship blockade during the summer cycles of 1861.

[25.0] VICTORY (Campaign Game)

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



[25.1] Historical Victory

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



[25.2] Player Victory

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



[25.3] Political Point Awards

[25.31] Union Player

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

The following awards are made only once per game:


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



  • Occupy the following cities:

  • Nashville: 1 point

  • Memphis: 2 points

  • New Orleans: 3 points

  • Atlanta: 4 points

  • Richmond: 10 points

The following awards are made as they occur.

  • The Union player receives one political point on each strategic turn there are no Confederate fortifications, river flotillas and ironclads on the Mississippi River, and all cities touching on the Mississippi River are Union occupied.



  • The Union player receives one political point each time he wins a major battle (see rule [25.34]).



  • The Union player also receives political points as per rules [22.5], [23.0], and [25.4].

[25.32] Confederate Player

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

The following awards are made only once per game:


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



  • Occupy the following cities:

  • Washington: 50 points

  • Baltimore: 10 points

  • Cincinnati: 10 points

  • St. Louis: 10 points

The following awards are made as they occur.



  • The Confederate player also receives one political point on each strategic turn any one or more of the above named cities is unable to trace a path of rail hexes free from Confederate units leading off the north edge of the map.



  • The Confederate player receives one political point each time he wins a major battle (see rule [25.34]).



  • The Confederate player also receives political points as per rules [22.5], [23.0], and [25.4].

[25.33] Destruction or Capture of Fort

To be eligible for the one point award, a fort must be captured or destroyed involuntarily and remov­ed from the map.



[25.34] Winning a Major Battle

Winning a major battle is defined as follows:



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

  2. Each side must commit at least one army or corps HQ, and

  3. One side has a result of 20 percent or more casualties inflicted on it, and the other side has a lower numerical result.

The side with the lower numerical result is declared the winner for purposes of this rule. Numerical results are evaluated at their printed value; ignore any multiplication for this purpose. If a city or fort is captured as a result of the battle, the winner also gets those points.



[25.4] Appealing for Player Victory

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

Number of Failing Appeals Points Conceded

Second 1


Third 2

Fourth 4


Fifth 8

Sixth and Subsequent 16



[25.42] Political Events Matrix (see separate sheet)

[25.43] Foreign Intervention

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



  • Hence­forth, all Confederate supply imports are doubled and

  • The game ends in exactly 26 more cycles.

If the Union player does not win either a historical or player victory in that time, the Confederate player wins a player victory. Note: an “F” result is still a failure within the meaning of rule [25.41].

[25.44] Kentucky Neutrality

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



  • Its neutrality is violated by either player, or

  • An appeal to the Political Matrix yields a result placing Kentucky on one side.

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

Either Player may sail up and down Kentucky rivers without violating Kentucky neutrality. That includes ground troops aboard transport. Violation occurs only when players put ground troops on terra firma inside Kentucky.



[25.45] Missouri Neutrality

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



[25.5] Emanci­pation Proclamation

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



  • The Confederate player gains five political points; and

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

[25.6] November ‘64 Election

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



[26.0] OPTIONAL RULES

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



[26.1] Retreat After Combat Option

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

Units in a hex containing a friendly fort, but which are outside that fort, may retreat into (under) the fort in lieu of entering an adjacent hex.

[26.2] Leader Effect on Combat

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



Ex­ample: assume a leader with a combat rating of two is involved in a battle. The die roll result is three. The player owning the leader could then inspect the CRT and select any result in the column on the one line, two line, three line, four line or five line, and pick any of those five possible results as the result for the battle.

[26.21] Multiple Leaders

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



[26.22] Opposing Leaders

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



[26.23] Risk of Leader Death or Capture

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



[26.24] Naval Leaders

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



  • They may never command land units,

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

  • If a naval leader is involved in a naval combat, and all naval units in the hex with him are eliminated, the naval leader is also eliminated.

[26.3] Confederate Initiative Pick

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



[26.4] Lee Stays East

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



[26.5] Grant Stays West

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



[26.6] Entrenchments

[26.61] Beginning in 1864, an infantry force of at least 10 strength points that occupies a hex for one friendly movement phase without moving may entrench. The friendly player places an en­trenched marker in the hex. If on the following friendly movement phase the force remains in place, the entrenched marker is flipped over to the second side. The hex is said to be “first game-turn entrench­ed” or “second game-turn entrenched.”

[26.62] Effect of Entrenchments

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



  • 2nd Game-Turn Entrenched: units are quadrupled on defense. Defenders are not required to retreat. Any attacker’s loss is doubled.

Note: each player has four entrenchment markers. That is deliberate, as it represents the maximum number of entrenched hexes the player can have in play at any one point.

[26.7] Partisans

During the production phase of any strategic turn of 1862 and thereafter, the Confederate player may place one partisan cadre in any clear terrain hex of a Confederate or neutral state that is not occupied by Union units. The cadre has a parenthesized strength of (5) and may not move. On all following cycles, whenever the Cycle Track calls for the Confederate to demobilize militia, he may concurrently attempt to create one partisan unit from some existing partisan cadre. He must roll a one on the die. That permits him to flip the cadre over on to its 1‑2 or 1-3 face.

There are two types of partisan units: infantry and cavalry. The player picks a cadre at random and places it without examining what type it is (that is, place it cadre side up initially, and the Confederate player may not examine it until he flips it over).

[26.71] Effect of Partisan Cadre

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



[26.72] Effect of Partisan Unit

The partisan is a real unit. Without a leader it may fight and move. It has no zone of control. Union units may enter its hex and it may do the same in a hex occupied by a Union unit, except it may not enter a city hex. The partisan unit automatically destroys any supply points in a hex it enters, and it automatically destroys any supply that at­tempts to move through the hex it occupies (either by supply train or broadcast). The presence of Union forces in a non-city hex in no way inhibits the ability of Confederate partisans to destroy Union supply points in that hex.


Partisan units do not need supply if operating in a Confederate state. If a force has only partisan strength points, it may only choose a battle intensity chit of zero or one. Partisans are otherwise treated as infantry and cavalry, respectively.
[26.8] Special Initiative Restriction

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



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

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

Note: we recommend that if players choose to use any of the rules in the section above, this particular rule should then no longer be considered optional. It must be used.

[27.0] Further Optional Rules for Historical LeaderS

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

Along with these rules, players should reduce the number of large divisions available to them in the counter mix to force the armies to operate at more historic sizes. Most infantry divisions in the Civil War were 7,000 men or less. It is suggested each player reduce the number of 10-3 and 9-3 infantry divisions available to four of each, and the number of 8-3 and 7-3 infantry divisions to eight of each. By doing that and using the rules given below, armies will be forced to operate at more historic sizes, as opposed to having players be able to create 60-70,000-man corps and 300,000-man armies.

Below are the leaders, their entry dates, rank at entry, their promotion dates, and values for each rank. Note there a few special cases, such as Van Dorn for the CSA, who (may) be demoted to cavalry command; Sheridan for the USA, who starts as an infantry commander and is promoted to cavalry command; and Hooker, who gets demoted from a four-star leader to a three-star leader. Each side also has a few extra leaders who were not included in the original game.

Two-star leaders may command one division plus one brigade. Two-star leaders may not normally command corps headquarters. Should a three-star leader in command of a corps headquarters become a casualty and there are no other three-star leaders in the hex to take command of the headquarters, then a two-star leader who is in that hex may take temporary command of the headquarters until the owning player can move a new three-star leader to take command of it. The owning player must move a new three-star leader to take command of the headquarters as soon as possible.

Three-star leaders may command corps headquarters. Three-star leaders not in command of a headquarters may command up to two divisions. Three-star leaders in command of headquarters may command up to four divisions (three with the headquarters plus one additional). Exception: Longstreet and Jackson for the CSA may command up to five divisions (three with the headquarters plus two additional). Three-star leaders may command an army headquarters at a reduction in effectiveness. Should a three-star leader be placed in command of an army headquarters, reduce both his initiative and combat values by one. The span of command of a three-star leader in command of an army headquarters is one. Also, only cavalry leaders may command cavalry headquarters, just as same as in the original game.

Four-star leaders may command either army or corps headquarters. Four-star leaders in command of corps headquarters operate the same as three-star leaders in command of corps headquarters. Four-star leaders in command of army headquarters may command, in addition to the units attached directly to that headquarters, a number of subordinate units equal to their command span (the center number). Those subordinate units may be two-star leaders, three-star leaders (in command or not in command of corps headquarters), or additional divisions or brigades not directly commanded by other leaders. Four-star leaders not in command of a headquarters may command a number of divisions equal to their command span (the center number), but may not command other leaders.

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

To summarize:


  • A two star leader, not in command of any HQ may command up to two units, of which only one may be an infantry or cavalry division. (May not command other leaders)

  • A three star leader, not in command of any HQ may command up to two units of any size. (May not command other leaders)

  • A three star leader in command of a Corps HQ may command up to four units, three with the HQ, plus one additional. Exception: CSA Leaders Longstreet and Jackson may command up to five units. (May command a two or three star leader not in command of an HQ)

  • A three star leader in command of an Army HQ may command one additional unit. (May command another leader who may or may not be in command of a Corps HQ)

  • A four star leader not in command of an HQ may command any number of units up to their command span. (May not command other leaders)

  • A four star leader in command of a Corps HQ functions the same as a three star leader.

  • A four star leader in command of an Army HQ may command any units attached directly to the HQ plus any number of additional units up to their command span. (May command other leaders who may or may not be in command of a Corps HQ)

  • A five star leader functions the same as in the original rules.

LEADERS RATINGS

Two- and three-Star Leaders: the first number is the initiative limit value, and the second number is the combat value.

Four- and five-Star Leaders: the first number is the initiative limit value; the second number is the command span, and the third number is the combat value.

CSA

Starting Leaders

J. Johnston 4 Star (3-3-1)

Beauregard 4 Star (3-3-1)

Magruder 2 Star (3-1)

Polk 3 Star (2-1)

Price 3 Star (2-1)



Reinforcements

8/61

A. S. Johnston 4 Star (2-3-1)



9/61

Bragg 3 Star (2-0)

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

Huger 2 Star (1-0)

(Stuart) 2 Star (3-2)

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



10/61

Longstreet 3 Star (3-2)

Buckner 2 Star (2-1)

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

Van Dorn 2 Star (2-1)

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

Allow optional demotion to 3 Star Cavalry Commander (3-1) anytime after 10/62. May not be re-promoted after demotion.

Smith 2 Star (2-1)

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

Promote to 4 Star (2-2-1) 10/62. (Note: use the 2 star leader counter and note that he is a 3 star leader from 3/62 through the 9/62 cycle when playing the variant historic leader rules).

Hardee 2 Star (3-1)

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



11/61

Jackson 3 Star (4-2)



1/62

Floyd 2 Star (1-0)



2/62

Ewell 2 Star (3-1)

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

Buchanan naval leader



3/62

Cheatham 2 Star (3-1)

Promote to 3 Star (3-1) 10/64

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

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

Pemberton 2 Star (2-1)

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

4/62

Breckenridge 2 Star (2-1)

Hindman 2 Star (3-1)

5/62

A. P. Hill 2 Star (3-2)

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

6/62

Holmes 2 Star (1-0)

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

Hood 2 Star (4-2)

Promote to 3 Star (3-1) 9/63

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



7/62

(Forrest) 2 Star (4-2)

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

Taylor 2 Star (3-2)

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

9/62

Early 2 Star (3-1)

Promote to 3 Star (3-1) 5/64

10/62

(Wheeler) 2 Star (3-2)

Promote to 3 Star (3-2) 12/62

12/62

Cleburne 2 Star (4-2)

Gardner 2 Star (2-1)

5/63

Walker 2 Star (2-1)

Promote to 3 Star (2-1) 9/63

9/63

Stewart 2 Star (3-1)

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

5/64

Gordon 2 Star (3-1)

Promote to 3 Star (3-1) 12/64

(Hampton) 3 Star (3-1)



6/64

S. D. Lee 3 Star (3-1)



USA

Starting Leaders

Butler 4 Star (0-1-0)

Lyon 2 Star (4-2)

McClellan 5 Star (1-5-2)

McDowell 3 Star (2-0)

Reinforcements:

7/61

Heintzelman 2 Star (2-1)

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

8/61

Banks 2 Star (1-1)

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

Promote to 4 Star (1-2-0) 12/62

Halleck 5 Star (1-2-0)

(Stoneman) 2 Star (2-1)

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

10/61

Hooker 2 Star (3-1)

Promote to 3 star (3-1) 9/62

Promote to 4 Star (3-3-0) 1/63.

Demote back to 3 Star 7/63

Pope 2 Star (2-1)

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

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



11/61

Buell 4 Star (1-3-1)



12/61

Burnside 3 Star (2-1)


Thomas 2 Star (3-2)

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

Promote to 4 Star (3-3-2) 9/64
13/61

Farragut naval leader


1/62

Curtis 3 Star (2-1)


2/62

Grant 4 Star (4-5-2)

Promote to 5 Star (4-5-2) 3/64
McClernand 2 Star (2-1)

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


Sedgewick 2 Star (3-1)

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


3/62

Keyes 3 Star (2-1)


Sherman 2 Star (3-1)

Promote to 3 Star (3-2) 12/62

Promote to 4 Star (4-5-2) 10/63

Sumner 3 Star (1-1)

Sykes 2 Star (2-1)

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

Smith 2 Star (2-1)

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



4/62

Couch 2 Star (3-1)

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

Crittenden 2 Star (2-1)

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

McCook 2 Star (2-1)

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

Porter 3 Star (3-1)



5/62

Franklin 3 Star (2-0)

Ord 2 Star (2-1)

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

Rosecrans 4 Star (1-3-1)

7/62

(Pleasonton) 3 Star (1-1)

Slocum 2 Star (3-1)

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



9/62

Hancock 2 Star (3-2)

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

Meade 2 Star (3-1)

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

Promote to 4 star (3-4-1) 7/63

Reynolds 3 Star (3-1)

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

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

Sickles 2 Star (2-0)

Promote to 3 Star (2-0) 2/63

11/62

Howard 2 Star (2-1)

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

12/62

McPherson 3 Star (3-2)

Steele 2 Star (2-1)

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



3/63

Wright 2 Star (3-1)

Promote to 3 Star (3-1) 5/64

6/63

Granger 3 Star (3-1)



7/63

Dahlgren naval leader



8/63

Warren 3 Star (2-1)



2/64

Schofield 3 Star (2-1)



5/64

(Wilson) 2 Star (3-2)

Promote to 3 Star (3-2) 12/64

[28.0] VARIANT LEADER LOSS RULES

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



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

[28.1] Leader Losses

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

  • In command of an existing army or corps headquarters, if he is a three, four or five star leader; or

  • On a department

The owning player must follow the rules for leader pick, promotion, demotion and parole (rule [22.5]).

Example: A leader is wounded on the third game turn of the 4/62 cycle. A die roll of six indicates he is out of action until the sixth strategic turn following his being wounded. Place the leader on the 10/62 turn on the Cycle Turn Record Track. The leader becomes available to return to play on the 10/62 Strategic Turn.

[28.12] If the death or wounding of a leader results in an headquarters becoming leaderless, the player affected may immediately place in temporary command of that headquarters any leader in the hex who is not currently in command of a similar headquarters to prevent it from becoming Leaderless. A leader in command of a corps headquarters could not take command of another corps headquarters, but could take command of a vacated army headquarters. The leader taking temporary command of the headquarters must be at least of the same rank as the leader he is replacing if available. If no leader of at least the same rank is available, then the next lower rank leader may be used. The player must state he is placing a leader in temporary command of a headquarters at the time this occurs. The player then has four game turns to move another leader to the headquarters to take permanent command of it. If the player has not moved another leader to take command of the headquarters within four turns, then the leader in temporary command becomes the permanent commander of the Headquarters and all rules for leader pick, promotion, demotion, and parole [22.5] apply.

Exception: two-star leaders may not permanently command headquarters and must be replaced within four game turns.

[28.2] Leader Loss Table

Roll 2d6 and consult the table below:



Dice Result

2 Four or five star leader or any leader in command of an army headquarters: roll again. On a roll of 2-5 the leader is killed; On a roll of 9-12 the leader is wounded; On a roll of 6-8 there is no effect. If the leader is wounded, roll two dice again to see how many strategic turns the leader is out of action.

3 Three star leader or any leader in command of a corps headquarters: roll again. On a roll of 2-6, the leader is Killed; on a roll of 7-12 there is no effect.

4 Three star leader or any leader in command of a corps headquarters: roll again. On a roll of 2-6, the leader is wounded; on a roll of 7-12, there is no effect. Two star leader not in command of a headquarters: roll again. On a roll of 2-6, the leader is killed; on a roll of 7-12, the leader is wounded. If the leader is wounded, roll two dice again to see how many strategic turns he is out of action.

5-12 No effect.

[28.3] Captured Leaders

Leaders can become captured in one of two ways. First they can be captured as a lone leader, per rule [10.33]. Secondly they can be captured as part of a surrendering force in a besieged fort or fortress or as part of an eliminated force which is completely surrounded by enemy units or prohibitive terrain (see rule [26.1]). A leader who is first wounded in combat while in these circumstances is still considered captured when the force is eliminated and is placed on the enemy Players Cycle Turn Record Track. The enemy player may parole the leader at any time per the rules for leader parole (rule [22.53]), except the leader is not available to return to play until the strategic turn he is available to return from being wounded.



[29.0] EXPERIMENTAL POLITICAL RULES

The following experimental political rules are an attempt to enhance the political aspects in War Between the States. One of the major complaints about the first edition was that the older game’s political system was tied too much around the capture of the five major southern cities and that it did not expand into other areas.



Commentary: The following rules give each of the players several other options for obtaining political points, besides those already included in the game. Several additional southern cities have been given political point values and the north has been given a schedule for capturing political point cities or risk war weariness due to the fact that they are not keeping up with their historical rate of advance. If the Union fails to gain control of the Mississippi River in a timely manner, the Confederate player is now awarded political points, also due to war weariness. There is now also a political point reason for each player to fight for the Trans-Mississippi Theater. The Union player may gain political points by occupying and/or destroying certain assets of the Confederacy, and the Confederacy may gain political points for capturing northern cities other than those listed in the original rules. Last, each side can gain political points for winning major battles, capturing or destroying enemy army headquarters and inflicting casualties on the enemy.

[29.1] Political Point Awards

[29.11] Union Player

The Union Player receives political points for achieving the following:



Condition Number of Points

Destroy or capture a 1 (see rule

Confederate fort [29.13])

Occupying the following cities:



  • Charleston, SC 1

  • Chattanooga 1

  • Corinth, MS 1

  • Knoxville 1

  • Mobile 1

  • Nashville 1

  • Vicksburg 1

  • Memphis 2

  • New Orleans 3

  • Atlanta 4

  • Richmond 10

The above awards are made only once per game. Exception: if the Union player loses control of a previously occupied city, he loses the political point value of that city. Upon re-occupying said city, he will regain the city’s political point value.

Occupying all of the following cities simultaneously gives the Union player two (2) political points:



  • Alexandria, LA

  • Little Rock, AK

  • Brashear, LA

  • Sabine City, TX

  • Galveston, TX

  • Shreveport, LA

The above award is made only once per game. Exception: if the Union player loses control of one or more of the above cities, after having previously, simultaneously occupied all of them, he loses two political points. Upon re-occupying all of the cities, he will regain those two lost political points.

The Union player also receives one (1) political point for each of the following:



  • For occupying both of the towns of Saltville, C0521, and Wytheville, C0819. The Union player is not required to continue to occupy those two locations; however, he must end at least one ground combat unit’s movement for a turn in each of them to fulfill the requirements for occupying them. Those locations represent the Confederate lead and salt mines of southwest Virginia, and ending movement on each of them represents the time necessary to destroy them.



  • On each strategic turn there are no Confederate fortifications, river flotillas and ironclads on the Mississippi River, and all cities touching on the Mississippi River are Union occupied.



  • If he cuts and/or occupies the rail line that runs from Lynchburg, VA, through Bristol and Knoxville and into Cleveland, TN, anywhere between Lynchburg and Cleveland. If the Confederate player restores rail service along the entire route, the political point gained by the Union player for cutting and/or occupying said route will be lost until such time as the Union player once again cuts and/or occupies the route.



  • Each time he forces a Confederate force containing an army or corps headquarters to retreat via combat and the Confederate force receives 20 percent or greater casualties.



  • For every 75 strength points of Confederate ground combat units eliminated by any method.



  • For each Confederate army headquarters captured or eliminated from 1861 through 1864.

The Union player also receives political points as per cases [22.5], [23.0], and [25.4].

[29.12] Confederate Player

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



Condition Number of Points

Destroy or capture a 1 (see rule

Union fort [29.13])

Occupy the following cities:



  • Washington 50

  • Baltimore 10

  • Cincinnati 10

  • St. Louis 10

The above awards are made only once per game.

The Confederate player also receives one (1) political point on each strategic turn that any one or more of the above named cities is unable to trace a path of rail hexes free from Confederate units leading off the north edge of the map.

Beginning with the 1/62 Strategic Turn, the Confederate player also receives one (1) political point on each strategic turn he has ground combat units occupying any at-start Union city other than those listed above. The Confederate player must be able to trace a path via road and/or Confederate controlled railroad hexes free of Union units from the city to a Confederate department. The Confederate player receives only one political point each strategic turn no matter how many Union cities he currently occupies.

Beginning with the 8/62 Strategic Turn, the Confederate player also receives one (1) political point on each strategic turn the Union player has not captured at least four Confederate political point cities east of the Mississippi River.

Beginning with the 10/63 Strategic Turn, the Confederate player also receives one (1) political point on each strategic turn the Union player has not captured at least seven Confederate political point cities east of the Mississippi River.

Beginning with the 10/64 Strategic Turn, the Confederate player also receives one (1) political point on each strategic turn the Union player has not captured at least eight Confederate political point cities east of the Mississippi River.

The Confederate player also receives two (2) political points if the Union player fails to occupy all of the Confederate political point cities west of the Mississippi River simultaneously by the 6/64 Strategic Turn.

The Confederate player also receives one (1) political point for each of the following:



  • Each time he forces a Union force containing an army or corps headquarters to retreat via combat and the Union force receives 20 percent or greater casualties.



  • For every 75 strength points of Union ground combat units eliminated by any method.



  • For each Union army headquarters captured or eliminated.

The Confederate player also receives five (5) political points any time the Union player issues the Emancipation Proclamation.

The Confederate player also receives political points as per cases [22.5], [23.0], and [25.4].



[29.13] Destruction or Capture of Fort

To be eligible for the one point award, a fort must be captured or destroyed involuntarily and removed from the map. A Player receives one point for capturing one fort (presumably he will take it when he captures his first fort), and that is all, regardless of how many additional forts he takes.



[30.0] Experimental Rules for Naval AND Fort Combat

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



In the original WBtS, naval units that entered a hex or hexside controlled by a fort or fortress could sit under the guns of that installation for an indefinite period without having to fear any adverse effect, at least until the naval unit moved away from the place, at which time it would have to undergo a naval transit attack. Further, the original game allowed naval units to attack the garrison inside the fort or fortress, instead of the fort or fortress itself, and made forts and fortresses themselves completely invulnerable to naval attack. The following rules are designed to address this issue and accomplish the above goals.

[30.1] Change rule [11.22] to read as follows: A naval unit entering a hex or hex side on which an enemy fortification lies (see rule [11.21]) must either immediately attack it using the Naval/Fort Combat Results Table, or attempt to pass the fortification undergoing a naval transit attack on the Naval Transit Combat Results Table. A naval unit entering a hex or hexside on which an enemy fortification lies may only stop there if that installation’s guns have been suppressed or destroyed, or to engage an enemy naval unit in the same hex or hexside after having successfully engaged the fortification via naval/fort combat, or successfully passing the fortification via naval transit combat. Naval units stopping to engage enemy naval units in this manner, assuming they survive the naval combat, may freely move out of the hex or hex side controlled by the fortification on the next game turn as long as the naval unit continues in the same direction it was originally traveling. Should the naval unit return in the direction from which it came, it would again have to engage the fortification in naval/fort or naval transit combat. That simulates the naval unit again passing the fortification’s guns in the opposite direction.

[30.2] Naval units may not attempt to pass fortifications using the Naval Transit Combat Results Table until the 5/62 cycle, and must use the Naval/Fort Combat Results Table prior to that time. Beginning with the 5/62 cycle, naval units may use either table at the owning player’s option. Note: this restriction simulates the Union’s fear of attempting to pass forts early in the war.

[30.3] Change rule [11.23] to read as follows: fortifications that have had their guns suppressed or destroyed as a result of naval/fort combat still provide a strength modifier to garrisons within when attacked by other ground combat units. Only the ability of the fortification to control the water portion of the hex/hexside is affected. The player owning a fortification whose guns have been destroyed may repair the destroyed guns in any strategic turn following that destruction by expending 10 supply points during the fort construction phase.

[30.4] Modified Naval Transit Combat Results Table

Fort vs:

Die Roll

Fortress vs:

Naval/River

Transport

Naval/River Flotilla, Ironclad

Naval/River

Transport

Naval/River Flotilla, Ironclad

M

M

1

M

M

M

M

2

M

M

M

M

3

M

M

M

M

4

M

M

M

M

5

W

M

D

M

6

D

W

D

D

7+

D

D

Key:

M = Naval unit may continue to move in the direction it was traveling and leave the hex or hex side controlled by the fort or fortress.

W = Naval unit must withdraw one hex or hex side in the direction from which it came and may not move any farther that turn.

D = Naval unit (and any passengers) are destroyed.

Die Roll Modifiers:

+1 Fort/Fortress is on a bluff

+1 Naval unit is traveling up-stream


[30.5] Naval and Fort Combat Results Table

Fort vs:

Die

Roll

Fortress vs:

Naval/River Flotilla, Ironclad

Naval/River Flotilla, Ironclad

A

0

A

A

1

A

W

2

W

M

3

W

M

4

M

S

5

M

X

6

S

X

7

X

Key:

A = Attacking naval unit is destroyed.

W = Attacking naval unit must withdraw one hex or hex side in the direction from which it came and may not move any farther that turn.

M = No damage to either naval unit or fort/fortress. Attacking naval unit may continue to move in the direction desired by owning player.

S = Fort/fortress guns are suppressed for the remainder of the game turn. Additional naval units may freely move past the fort/fortress without engaging it in combat for the remainder of the game turn.

X = Fort/fortress guns are destroyed. Naval units may freely move past it, without having to engage it in combat, until repaired.

Die Roll Modifiers:

-1 Fort/Fortress is on a bluff.

+1 Naval leader stacked with naval unit

NOTE: If there is a naval unit friendly to the fort/fortress in the hex or hex side protected by the fort at the time an enemy naval unit attacks the fort, the enemy naval unit must first attack the fort/fortress. If the attacking naval unit survives the attack on the fort/fortress, it may then attack the friendly naval unit in the hex/hex side using naval combat (see rule [11.11]). The friendly naval unit is, in effect, pulling back behind the fort/fortress, forcing the attacker to first attack the fort/fortress in the hope the fort/fortress stops the attacking naval unit.

[31.0] MORE DESIGNER COMMENTARY

Secrecy

The rules do not address the problem of player intelligence (that is, how much information a player is allowed to have about his opponent’s dispositions). Obviously, a player derives certain information from observing the map, but does he have the right to examine the composition of his opponent’s unit stacks? May he observe his opponent’s HQ and supply displays? May he examine his opponent’s Production Spiral? The answers to those questions are left to the players themselves to decide. I believe it a better simulation if the players remain in relative ignorance of one another’s force deployment. Whether it makes for a better game is a matter of personal preference.



Winter/Summer

The general effects of the seasons are contained on the Blockade Table and built into the Confederate supply per city per cycle. The time of the year has no direct effect on combat. Winter means supply trains have