The ACW Cavalry Quandary

Chancellorsville Cavalry Variant

by Richard Hamblen



All the rules given in the game's instruction booklet stand, with the following changes concerning:

COMBAT: In any combat involving cavalry units, use rules A through G listed in the above article. Buford's cavalry division is the only cavalry unit which is allowed to use rule H in combat.

HIDDEN UNITS: Both side's units are hidden (except if the RAID OPTION rule is being used - see below). Both sides invert their unit counters, concealing the combat stength, and type of each unit. When each unit is sighted, it is turned over and revealed to the opposing player, and is left turned up until the unit is no longer sighted (if you rather, one of the other methods mentioned in the reconnaissance paragraph above can be substituted for this method of hidden movement).

SIGHTING Units on a wood square are sighted when they are next to an enemy unit.

Units on a road square in the woods -- i.e. a road square bordered by four or more wood squares -- are sighted when a path two squares long and not going through either a woods square or a hill square can be traced to some enemy unit.

Units on any other non-woods square are sighted by an enemy unit when the shortest path between the units is free of hill and woods squares. If there are many "shortest paths", all the same length, the unit is spotted if one of them is free of woods and hills.

ENTRENCHMENTS (Forts) Units in forts have no flanks, i.e. cannot be attacked by a "flank attack" as described in rule E of the article.

RAID OPTION: In the actual campaign the Federal commander sent all of his cavalry and horse artillery (except Pleasanton's division and Morris' regiment) on a raid against Lee's communications. The raid came to nothing, but it left the Army of the Potomac without effective cavalry (Pleasanton spent his time guarding against a possible Confederate raid)

To simulate this circumstance, remove all of the Federal units with a movement factor of 8, except for the headquarters units, Pleasanton's cavalry division, and Morris' regiment. Also remove J.H.F. Lee's cavalry brigade from the Confederates - it followed the raid.

If this is done, the Confederate is dominent; the Federal player henceforward keeps all of his units face up, with the Confederate player examining them at will. The Confederate player may remove all of his units from the board, keening track of their Positions and movement on paper and placing them on the board only when they are sighted. If this option is used, it replaces the HIDDEN UNITS rule above. For strict historical accuracy, this should be used.

VICTODY CONDITIOIJS OPTION: This option adds meaning to the RAID OPTION above. If the Union commander elects to use the raid, and is lucky, he can change the victorv conditions of the game.

The raid was originally designed to hit at Lee's supply depot and force his army to retreat for lack of supplies. The raid failed because the Federals didn't know exactly where the depot was, and because the Federal cavalry commanders were spectacularly incompetetent that day. If the raid had succeeded, however, Lee would have been in a lot of trouble; he probably would have had to retreat to get supplies and let Hooker get his army out into the open where its overwhelming strength could tell.

To simulate this, use the following chart to determine who won the game. If the Federal player decides to send the raid, he rolls a die at the end of the game. If he rolls a 1 or 2, he uses the "Successful Raid" column to determine who won the name, and by how much; if he rolls a 3, 4, 5, 6 or decides not to send the raid, he uses the "No Raid" column for results. (USA stands for the Union player, CSA for the Confederate player.)

STUART'S SUPER-CAVALRY: The people who designed this game did not weight the combat factors of the cavalry. Since Stuart's cavalry was much better, it fights two columns better than the true odds, when fighting Federal cavalry.


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© Copyright 1973 by Donald S. Lowry.
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