Lee Invades the North

WarGame Rules

by Robert Markham



Lee Invades the North: Campaigns Across the Potomac, 1862 - 63

Game Design: Rob Markham and Mark Seaman
Map Graphics: Kevin Zucker
Counter Graphics: Mark Simonitch
Development: Jon Southard
Testing: John Alsen, Jerry Corrick, J. Mervyn Cross, Kenneth Ellis, John Jacocks, Phil Keller, Bill Koff, Tom Lee, C. Randy McKinney, Eleanor O'Hare, Tom O'Hare, William Thomas, Terry Welch.
Editing and Production: Jeffry Tibbetts

1. Introduction
2. Game Components
2.1 Map
2.2 Counters
2.3 Game Scale
2.4 Charts and Tables
2.5 Player Record Sheets

3. Sequence of Play
3.1 Sequence Outline

4. Initial Phase
4.1 Confederate Supply Wagons
4.2 Union Militia

5. Initiative Phase
5.1 The Lost Dispatch

6. Leaders
6.1 Department Leaders
6.2 Subordination
6.3 Detachments
6.4 Rank

7. Command Phase
7.1 Command Points and Movement Allowances
7.2 Line of Communications

8. Movement Phase
8.1 Movement Procedure
8.2 Stacking and Forces
8.3 Enemy-Occupied Hexes
8.4 Cavalry Zones of Control
8.5 Reaction Movement
8.6 Force March
8.7 Destroying and Repairing Bridges and Rail
8.8 Entrenchment
8.9 Railroad Movement

9. Supply
9.1 Supply Depots
9.2 Supply Wagons

10. Combat Phase
10.1 Combat Procedure
10.2 Combat Supply
10.3 Combat Options
10.4 Commitment
10.5 Resolving Rounds
10.6 Demoralization and Retreats
10.7 Excess Losses
10.8 Major and Minor Victories

11. Attrition
11.1 Attrition Table

12. Morale Recovery

13. Washington Fortifications

14. Optional Rules
14.1 Solitaire Play
14.2 Surprise Attacks
14.3 Leader Casualties

15. Scenarios
15.1 Victory Points
15.2 1862 Special Rules
15.3 Scenario 1: Frederick to Antietam
15.4 Scenario 2: The Maryland Campaign
15.5 1863 Special Rules
15.6 Scenario 3: The Pennsylvania Campaign
15.7 Scenario 4: Collision at Gettysburg

1. INTRODUCTION

"A great battle can never be regarded as a 'solitaire', a jewel to be admired or condemned for itself alone, and without reference to surrounding objects or circumstances. A battle is always one link in a long chain of events; the culmination of one series of maneuvers, and the starting point of another series - therefore it can never be fully understood without reference to preceding and subsequent events."
-- George B. McClellan

Lee Invades the North simulates the 1862 and 1863 invasions of Maryland and Pennsylvania by the Army of Northern Virginia under Robert E. Lee. The game is designed to show the command problems that each side faced at the operational level.

2. GAME COMPONENTS

  • A complete copy of Lee Invades the North includes:
  • 200 die-cut counters
  • one 22" x 34" map
  • One roster sheet card
  • One 12-page rules booklet
  • Players will also need two six-sided dice (not included).

If any of the components are missing or damaged, write to us and we'll happily replace them. In addition, if you have questions concerning these rules, write to us and we'll answer them. CounterAttack Magazine, PO Box 23651, Oakland, CA 95623

2.1 Map

The map depicts the area of Northern Virginia, Maryland, and Pennsylvania where the campiagns occurred. It includes Command Boxes to hold units controlled by leaders on the map. The two basic terrain types are clear and ridge. Slopes run along some, but not all, sides of ridges. In some cases a small amount of ridge color may overlap an adjacent clear hex; consider each hex to be of the type which clearly predominates.

River and Stream Hexes. The map shows two kinds of waterways: rivers and streams. Rivers have special effects on play.The effects stated for "rivers" do not apply to streams.

Friendly Territory. The friendly territory to each side is:

    Union
      All hexes of Maryland
      All hexes of Pennsylvania
      All hexes of Washington, D.C.Alexandria (hex 3446)
      Harpers Ferry (hex 1529)
      Alexandria (hex 3446)
      Hex 3343

    Confederate

      All hexes of Virginia
      Harpers Ferry (hex 1529)

Holding Boxes. Often large numbers of pieces will be stacked together with a high ranking leader (e.g., Lee or McClellan). When this occurs, players may place all the lower-ranking units in that leader's holding box along the edge of the map. Units in a holding box are considered to occupy the same hex as the corresponding leader; units may move between holding box and map at any time.

2.2 Counters

The Lee Invades the North counters are units and informational markers Combat Units. A combat unit is a counter with an infantry, cavalry, or artillery symbol. A combat unit with a leader name represents that leader with his accompanying troops. Such units will be referred to as leaders, but they include troops as well.

Each leader has a troop strength, recorded on the Player Record Sheet (see 2.5). Points may be transferred from one leader to another only through detachment and reattachment (see 6.3). A leader can control only the troop type indicated by his symbol. If a unit loses all its strength points, remove it from play.

Other types of combat units are detachments and militia. Non-combat leaders and wagons are non-combat units.

Non-Combat Leaders. A counter with a leader name and oneormorestars represents a leader with no accompanying troops. These are non-combat units and will be referred to as non-combat leaders. These leaders include:

  • 1. One department leader commanding all his side's units.
  • 2. One cavalry commander who can command all his side's cavalry units.
  • 3. Confederate corps leaders. Each corps leader commands a number of subordinate divisions (see 6.2). The function of corps leaders is to extend the range at which Confederate units can receive command points.

Unit Sizes

  • Each Union infantry unit - except detachments - represents a corps. A Union detachment is smaller than a corps.
  • In 1862 scenarios each Union cavalry unit represents a brigade; in 1863 scenarios, a division. The Union artillery unit represents a division.
  • Each Confederate infantry unit - except a detachment - represents a division. A Confederate detachment is smaller than a division. Note that a Confederate corps is a formation of several division-size unit counters, while a Union corps is a single counter.
  • Each Confederate cavalry unit represents a brigade.

1862 and 1863 Units. The counter mix includes two units each for Meade, A.P. Hill, Hooker, and Anderson. One counter is used in 1862 scenarios and the other in 1863 scenarios.

2.3 Game Scale

Each hex represents approximately 2 miles across; each strength point 300 men or 6 artillery pieces; each turn 2 days.

2.4 Charts and Tables

Charts and tables are used to determine movement allowances and costs, resolve combat, and determine attrition losses.

2.5 Player Record Sheets

Each player has a Player Record Sheet for each scenario. The record sheet shows when and where each leader enters play. Players also use the sheet to record the current strengths of combat units. Each player's Record Sheet is secret from his opponent.

3. SEQUENCE OF PLAY

In each turn both players move - and react to enemy movement - and then all battles are resolved in a single Combat Phase. Not all parts of all phases are used in all scenarios; exceptions will be noted in the sequence outline and in the special rules for each scenario.

3.1 Sequence Outline

A. Initial Phase:

    I. Reorganization (Scenario 2 only; 15.4):

    IL Attrition (1862 only; occurs on odd-numbered turns, and not on turn 1): Each player determines attrition losses (15.2).

    III. Replacements (1862 only; 15.2.):

    • On odd-numbered turns, each player gets 1 replacement point.
    • On even-numbered turns, each player gets 2 replacement points.

    IV. Militia: If the Confederate player has earned 5 victory points or has a combat unit within 15 hexes of Harrisburg, the Union player may receive militia units (4.2).

    V. Supply Wagons

    • The Confederate player receives a Confederate supply wagon on every third turn per each scenario (4.1).
    • The Union player may place Union supply wagons in any hexes containing Wagon Creation markers (9.2).

    V1. Hooker Dissatisfaction (Scenario 3 only)

B. Initiative Phase:

    I. Lost Dispatch (1862 scenarios only; 5.1).
    II. Initiative: (5)

C. First Command Phase:

    I. Command Points: first player determines command points (7.1).
    II. Command Point Broadcast: first player may broadcast commands.

D. First Movement Phase:

    I. The first player moves his units. In 1863, the Confederate player may receive reinforcements during his Movement Phase (15.5).

    II. The second player may attempt reaction movement (8.5).

    III. During movement, the first player's units may destroy or repair bridges or rail lines (8.7) and may entrench (8.8).

E. Second Command Phase:
Identical to the first, second player gets and broadcasts command points.

F. Second Movement Phase:
Identical to the first, second player moves and the first player reacts.

G. Combat Phase:

    I. Combat: Opposing units in the same hex may now have combat. Combat results are applied and retreats made.

    II. Wagon Depletion: Wagons having Depletion markers are flipped to their depleted sides.

H. Conclusion Phase:

    I. Morale Recovery: Players attempt to remove demoralization (12).

    II. Wagon Undepletion: Wagons which have met the requirements to become undepleted (9.2) are flipped to their undepleted sides.

    III. Victory Points: record Victory points scored during this turn.

At the end of the turn, players advance the Game Turn marker one space along the Turn Record Track. The sequence above is repeated each turn.

4. INITIAL PHASE

During this phase Confederate supply wagons and Union militia may enter play. In 1862 scenarios only, players determine attrition losses (11) and replacement points become available (15.2). In scenario 2 only, the Union player attempts to reorganize units.

4.1 Confederate Supply Wagons

The Confederate player receives one supply wagon every three turns, beginning on a turn specified in each scenario. He may place it at any of his supply depot hexes. The Confederate player may voluntarily delay entry of the wagon if he wishes. The Confederate player is limited to six supply wagons.

4.2 Union Militia

The Union player may begin rolling for militia units if the Confederate player has earned 5 net victory points or has a combat unit within 15 hexes of Harrisburg (hex 4001). Once either condition has been met, the Union player rolls for militia on every turn for the rest of the game. He consults the Union Militia table and places the indicated number of units at Harrisburg. Militia cannot appear if Harrisburg is Confederate-controlled.

Militia Units. Militia units may move or recover morale only if stacked with a Union leader (including a detachment), using that leader's movement allowance and initiative rating. A militia unit is not a leader, and no leaders ever arrive with militia; if he wants to move his militia, the Union player must move a leader or detachment to the militia.

The Player Record Sheets are not used for militia. A militia unit's strength is printed on the counter. A face-up militia unit is flipped face- down if the unit suffers one combat loss. A face-down militia unit which suffers a loss is eliminated.

5. INITIATIVE PHASE

In this phase the Confederate player rolls the die. On a roll of 1-5, the Confederate player then immediately chooses who will be the first player (i.e., move first) for the turn. On a roll of 6, the Union player chooses.

5.1 The Lost Dispatch

Starting on turn 6 of both 1862 scenarios, the Union player attempts to discover the Lost Dispatch. (Note: Scenario 1 begins on turn 4, so turn 6 will be the third turn of play.)

The Union player rolls the die. On a roll of I or 2 the dispatch is discovered. This has the following effects:

  • For the rest of the game the Union player - not the Confederate - rolls the die to determine initiative. On a roll of 1-5 the Union player decides who will be first player. On a roll of 6 the Confederate player decides.
  • The Union player adds I to his Command Point Table die rolls for the rest of the game.

6. LEADERS

To reflect the individual qualities of the officers involved, leaders have been given four different ratings:

  • Command rating, together with the number of command points received, determines the leader's movement allowance each turn.
  • Initiative rating affects morale recovery, force march, reaction movement, and the ability to leave enemy-occupied hexes.
  • Combat bonus rating only affects combat die rolls.
  • Rank indicates the officer's seniority in his army. It determines which leader's ratings are used when leaders are stacked together.

6.1 Department Leaders

Department leaders obtain command points from the Command Point Table and then broadcast them to other friendly leaders. Department leaders for each side are:

Confederate: R.E. Lee in all scenarios

Union: G. McClellan in all 1862 scenarios
J. Hooker and then G. Meade in scenario 3 (15.6)
G. Meade in scenario 4

6.2 Subordination

Certain leaders are subordinate to others, reflecting each army's organization. The Player Record Sheets list which leaders are subordinate to which others in each scenario.

  • All units are subordinate to the department leader.
  • All cavalry units are subordinate to the cavalry commander. (Thus, cavalry units are subordinate to both the department leader and the cavalry commander. The cavalry commander's function is to control cavalry at long distances from the department leader.)
  • Confederate divisions are subordinate to their corps commanders. The only significance of Confederate corps is that a corps leader may broadcast commands only to divisions of his corps.
  • In 1863 scenarios, Union militia are subordinate to Couch (15.5).
  • All wagons are subordinate to all friendly leaders.

Subordination is indicated by color bands on the counters. Each Confederate corps leader and his divisions have a distinctive color band, as do Union cavalry and militia.

6.3 Detachments

Detachments represent unnamed leaders controlling a body of troops. A detachment can include only infantry, cavalry, or artillery at any one time.

Creating Detachments.

Detachments can be created at the start of each unit's movement:

1. The player places a detachment unit in the hex.

2. The player decides how many strength points to assign to the detachment. He notes this number on the Player Record Sheet. He subtracts that number from the detaching unit, noting this also.

3. For a Confederate infantry detachment, the player notes the unit's corps in the Subordinate To column of the Player Record Sheet.

4. The detachment's movement allowance in the current turn is the same as the detaching unit's. The detachment - but not the detaching unit - must also pay a cost of 1 MP.

Restrictions and Options

  • Only one unit can contribute strength to each detachment.
  • A detachment may not receive more than one-third of the detaching unit's current strength points.
  • A detachment is treated in every way like a named leader, using the printed leader ratings. Subordination affects detachments the same as named leaders: cavalry detachments are subordinate to the cavalry commander, and Confederate infantry detachments are subordinate to the same corps as the detaching unit.
  • If players run out of detachment counters they may coin their own.
  • Militia units may not form detachments.

Reattaching. A detachment can be reattached to any leader of the same troop type in the same hex at the start of the Movement Phase. The leader must pay 1 additional movement point. The leader may not absorb detachment strength in excess of his original strength at the start of the game; any excess is forfeited. A Confederate leader may absorb a detachment of a different corps.

6.4 Rank

Each leader has a rank rating (see sample units). Rank determines which leader is in overall control when several are stacked together. Various rules refer to the "highest-ranking" leader in a stack. The leader with rank rating 1 (for example, Lee for the Confederates) is highest, rating 2 is next highest, and so on.

A corps leader may control divisions which do not belong to his corps, if he is the highest-ranked leader in the hex. Corps subordination does not affect the rank rules.

7. COMMAND PHASE

Command points (CPs) are received during the Command Phase and determine units' movement allowances.

7.1 Command Points and Movement Allowances

A unit's movement allowance is determined by the following:

A. The basic movement allowances for each type of unit are printed on the map. (Militia units may move only if stacked with a leader.)

B. During the Command Phase, department leaders and cavalry commanders get CPs. They broadcast CPs to subordinate leaders.

C. Each unit may use some percentage of its basic movement allowance. The number of CPs received by the highest-ranking leader in each hex determines the percentage for all units in the hex.

D. Stacking effect: At the instant a unit moves, its movement allowance is modified for units which move in a stack with it or which moved out of the hex previously in that turn (8.2).

Receiving Command Points. During his Command Phase a player determines the number of CPs the department leader and cavalry commander have for the current turn. Only department leaders and cavalry commanders receive CPs.

The procedure for receiving CPs is:

    1. The player rolls the die once for the department leader and once for the cavalry commander.

    2. He modifies the die roll as listed beside the table for line of communications (7.2), year, and the Lost Dispatch (5.1).

    3. On the Command Point Table, he reads the result corresponding to the modified die roll. The result is the number of Cps the department leader or cavalry commander receives that turn.

Broadcasting Command Points. In broadcast, one leader attempts to give another leader the same Cps he has received. The following leaders may broadcast:

  • The department leader and cavalry commander may broadcast the Cps they receive from the Command Point Table to other friendly leaders not in the same hex.
  • Confederate corps leaders to whom CPs are broadcast can in turn broadcast to subordinate units not in the same hex.

Leaders never broadcast to units in the same hex; their own command ratings determine movement allowance for units in the hex.

Each leader can broadcast only to subordinate units. For the department leader this is all friendly units; for the cavalry commander it is only cavalry units and wagons. Exception: The department leader may not broadcast to the cavalry commander.

Only the highest-ranking leader in each hex can get CPs by broadcast. The number of Cps he gets will determine movement allowances for every unit in the hex (see Determining Movement Allowances). This is true even if the hex contains infantry and cavalry.

A leader always attempts to broadcast his full number of Cps to another leader. A leader does not 'expend' some of his CPs on himself and then broadcast others. He uses his full CP allotment to determine his own movement allowance, and then can broadcast his full allotment as well. (In effect he uses the CPs twice.)

A leader may attempt to broadcast his CPs to every hex containing subordinate leaders. He doesn't 'expend' CPs on different hexes; he attempts to give his full allotment of CPs to every hex.

Broadcast Procedure. The broadcast procedure is as follows:

    1. The player counts the distance in cavalry movement point costs from the broadcasting leader to the subordinate leader.

    2. Find the corresponding Command Broadcast Table column.

    3. Roll one die, modify for line of communications, year, and the Lost Dispatch as applicable, and cross-reference with the column.

    4. Results are as follows:

      -1, -2, -3: If the result is a negative number, that number of CPs did not get to the subordinate leader. If the negative number is greater than or equal to the number broadcast, the subordinate gets no CPs.

      Full: The subordinate leader receives the full number of CPs that the broadcasting leader received that turn.

    5. Place a number marker to record the CPs each leader receives.

Broadcast Distance. Broadcast distance is counted in cavalry movement points, not hexes . When computing broadcast distance do not count the broadcasting leader's hex, but do count the subordinate's hex. Any hex traced along a friendly, undestroyed rail line counts I regardless of terrain. Movement costs for ZOCs must be paid, unless a friendly combat unit occupies the hex. There is no maximum broadcast distance. The broadcast path may not be traced through enemy units, but it may be traced out of the broadcasting leader's hex even if enemy units are in that hex.

Confederate Corps Leaders. In the Confederate player's Command Phases, after Lee has broadcast, each Confederate corps leader can broadcast the Cps he had received in turn to subordinate units. Corps leaders do not receive Cps from the Command Point Table.

Each Confederate unit can receive CPs either from Lee or from its corps leader, but not both. The Confederate player has the choice to broadcast directly from Lee, or to use his corps leader. (The Confederate player would want to use the corps leader only if that reduces the broadcast distance.) If the Confederate player uses the department leader for a particular hex, for example, and isn't satisfied with the result he obtains, he can't try again with the corps leader.

Example: R.E. Lee is five movement points away from Longstreet and nine from Pickett (using cavalry costs). Pickett is 4 MPs from Longstreet.

The Confederate player's Command Point Table die roll is 4. This means that Lee receives - and can broadcast - 2 Cps. Lee broadcasts to Longstreet. The Confederate players rolls another 4 and checks the "5-8" column. The "Full" result means that L.ongstreet receives 2 Cps (the full amount Lee has).

Rather than have Lee broadcast to Pickett and roll on the "9-12" column, the Confederate player has Longstreet broadcast to Pickett (who belongs to Longstreet's corps). He uses the "1-4" column and rolls a 1. The "A " result means that one of the two CPs fails to get through, and so Pickett gets 1 CP.

CPs and Movement Allowances. Each unit will be able to use some percentage of its basic movement allowance. This percentage depends on CPs (exception: Minimum Movement Allowance):

  • Department Leader: Compare the department leader's CPs to his command rating, and express the ratio as a percentage: for example, if his command rating is 4 and he has 2 CPs, his CPs are 50% of his rating. This is the percentage of his basic movement allowance which he may expend that turn.
  • Units Stacked with Department Leader: All such units use the same percentage of their movement allowance as the department leader, even if they do not remain stacked with him during movement. (Exception: Wagons and artillery - see below.)
  • All Other Leaders: Select the highest-ranking leader in each hex. Modify his command rating if necessary (see Command Rating Modifier), and then make the same computation for him as for the department leader. Use the number of CPs broadcast to the highest-ranking leader, and that leader's command rating. Every leader in the hex (exception: Union artillery) receives the same percentage of movement allowance as the highestranking leader.
  • Wagons and Artillery: If a wagon is stacked with a leader, and the leader has movement allowance 6 or less, the wagon has the same movement allowance as the leader. If the leader's movement allowance exceeds 6, the wagon's allowance is 6. If a wagon is not stacked with a leader, its movement allowance is determined using the wagon's command rating by the same procedure as for a leader. The Union artillery unit uses these same rules.
  • Militia: A militia unit may move only if stacked with a Union leader, using that leader's percentage of movement allowance.

Minimum Movement Allowance. A unit which remains more than 6 hexes - measured without regard for terrain, units, or zones of control - from all enemy units during its entire move may always expend 50% of its printed movement allowance, regardless of CPs. (Exception: A militia unit still may move only if stacked with a leader.) This does not entitle the unit to entrench, nor to destroy or repair bridges or railroads. To perform any of those operations, a unit must have enough CPs for the required movement points.

Modifier to Command Rating. If a force has three or more combat units, and the highest-ranking leader in the force is not a department leader nor a corps leader, add I to the highest-ranking leader's command rating for movement allowance or battle commitment.

Command Point Restrictions

  • Leaders getting more CPs than their command rating may not save these points, nor increase their movement allowance.
  • A unit may not move if its hex receives 0 CPs. (Exception: Minimum Movement Allowance.)

Comprehensive Example:

R E Lee, Longstreet, and all units of Longstreet's corps except Hood are in hex 1622. Jackson, A.P. Hill (division), J. Jones, and Hood are in 1625. D.H. Hill is in 1924. Lawton is in 1629.

The Confederate player rolls 2 for Lee's command points; this yields 1 CP. He attempts to broadcast this CP to Jackson; rolling 5 at the distance of 3 hexes, he succeeds in broadcasting the CP. He could broadcast to D.H. Hill from either Lee or Jackson; Lee is closer, so he uses Lee. A roll of 1 gives result "-1 " at distance four hexes; thus, Hill receives 0 CPs. Jackson now broadcasts the CP he has just received to Lawton; a die roll of 3 or more will give Lawton 1 CP.

Lee's command rating is 1 and he is the highest-ranked leader in his hex, so all units in that hex may use their full movement allowances. Likewise, Jackson's command rating is 1 and he has 1 CP, so all units in his hex can use theirfull MAs. Notethatthis applies to Hood as well as to the units which belong to Jackson's corps.

D.H. Hill cannot move at all, unless he stays more than 6 hexes away from all Union units throughout the phase (see Minimum Movement Allowance). Lawton can use 1/3 of his movement allowance, i.e. 3 MPs.

7.2 Line of Communications

When using the Command Point Table a player must check if the leader being rolled for has a line of communications (LOC). When using the Command Broadcast Table he must check if the broadcasting leader has a LOC. (Thus, the leaders concerned with LOC are department leaders, cavalry commanders, and corps leaders.)

The following procedure is used to trace a LOC:

    1. A department leader or cavalry commander traces LOC to a friendly supply depot. The LOC may be traced over at most four non-road hexes (not through unbridged major rivers) to a road or rail hex, and then any distance along a continuous path of road or rail hexes, in any combination, to a friendly supply depot.

    2. A corps leader traces LOC to R.E. Lee. He traces LOC to Lee exactly the way Lee traces to a supply depot. Lee must then be able to trace a LOC himself; if he cannot, the corps leader has no LOC.

LOC Effects

  • If a department leader or cavalry commander cannot trace a LOC there is a -1 die-roll modifier on both the Command Point Table and the Command Broadcast Table. Exception: This modifier does not apply to Confederate units on turns 1-6 of the 1862 scenarios.
  • If a corps leader has no LOC to Lee, or if Lee cannot trace a LOC, the corps leader suffers a -1 die-roll modifier on the Command Broadcast Table.

LOC Restrictions

  • A LOC may not go through an enemy unit. ZOCs have no effect.
  • No portion of a LOC may be traced through an unbridged major river (not even through a ford).
  • The road or rail portion of a LOC may not be traced across a destroyed bridge or a destroyed rail line hex.

8. MOVEMENT PHASE

During a player's Movement Phase he may move every unit whose computed movement allowance is greater than 0. Detachments may be created before a unit moves (6.3). In movement, units may entrench and may repair or destroy bridges and railroads.

8.1 Movement Procedure

Units may be moved singly or in stacks (8.2). Each unit must expend movement points to enter each type of terrain and to cross hexside terrain features. Detachments must pay 1 MP when created, and a leader absorbing a detachment must pay 1 MP (see 6.3). The Movement Costs Chart lists the costs for each type of unit. A combat unit may not enter a hex if it cannot pay the full cost.

Stacks. If a stack of more than one type of unit moves together, each unit's movement allowance will be reduced (8.2). During the move, each unit pays the costs for its type. The stack must stop moving as soon as any unit has exhausted its modified movement allowance. Stacks may not split up during movement, nor drop off units; whenever units move as a stack they must end their move together.

Terrain Notes

  • Units which enter a hex through a hexside crossed by a road may use road movement rates. (A road negates slope costs but not ford costs.) Otherwise, the unit pays the cost for the base terrain.
  • Every rail line is also considered to be a road line.
  • If two road lines run parallel in a hex but do not connect, a unit may not enter the hex on one line and leave on the other using road movement rate in the same turn; it pays the full cost for the base terrain in the second hex. A unit may leave the hex in which it starts its move along any road, regardless of how it entered the hex on a previous turn.
  • Units pay an extra cost to move either was across a slope hexside. In some cases slopes face each other, on opposite sides of the same hexside. A unit crossing such a hexside pays the slope cost twice.

8.2 Stacking and Forces

Units may move together in stacks. A stack of units moving together is called a force. A force moves with the movement allowance of the slowest unit in the force. Stacking also affects the units' movement allowances (see Movement Allowance Modifications).

A force may not split up in movement. If a player wishes units to end their moves in different hexes he must move them separately.

Movement Allowance Modifications. Combat unit movement allowances are modified when units move together as stacks or when units leave a hex separately. These modifications apply both in the units' own Movement Phase and in reaction movement.

  • When more than one Union corps or more than two Confederate divisions move together as a force, the force's movement allowance is reduced. A Union's force's movement allowance is reduced by 1 for each added corps. A Confederate force's movement allowance is reduced by 1 for each added division after the second division.

  • For purposes of the above effect, each of the following is treated as one corps (for the Union) or one division (for the Confederates):
      25 or more strength points of cavalry
      25 or more strength points of detachments
      The Union artillery unit
      Every three militia units (ignore fractions: for example, two militia units have no effect)

  • If units which begin the Movement Phase stacked together move out of a hex separately, movement allowances are reduced. A Union combat unit loses 1 movement point for each Union corps moved out of the hex ahead of it. A Confederate combat unit loses 1 movement point for each Confederate division moved. Any other units (including detachments, cavalry, or artillery) have no effect. There is no cost for enemy units which have left the hex. A wagon's movement allowance is never reduced for units which have left the hex.

  • A unit's movement allowance is never reduced to 0 because of stacking; it always retains one movement point.
    • Reductions are cumulative.
    • Stacking does not affect movement allowances of wagons or non- combat leaders.

    8.3 Enemy-Occupied Hexes Entering Enemy-Occupied Hexes.

    A unit must expend 1 additional movement point to enter a hex occupied by an enemy combat unit. There is no additional cost to enter a hex occupied only by non-combat units.

    A unit which enters a hex occupied by an enemy combat unit may not expend any more movement points in that Movement Phase. A noncombat unit does not have this effect.

    In an enemy Movement Phase, if an enemy unit moves into a friendly unit's hex, the friendly unit may immediately attempt to leave through reaction (8.5). If the friendly unit fails to leave the hex, it may not attempt reaction again during that Movement Phase if enemy units occupy the hex. e In a friendly Movement Phase, if an enemy combat unit using reaction movement enters the hex of a moving a friendly unit, neither unit may expend any more movement points in that Movement Phase (not even for bridge/railline destruction in that same hex).

    Exiting Enemy-Occupied Hexes.

    A unit which begins the Movement Phase or a reaction move in a hex occupied by an enemy combat unit may attempt to leave it, but a die roll is required. The player carries out the following procedure:

      1. He rolls the die.

      2. He compares the initiative ratings of the highest-ranking leader attempting to leave the hex and the highest-ranking enemy leader in the hex. He adds 1 to the die roll if the enemy leader's initiative rating exceeds the friendly leader's; he subtracts 1 if the enemy leader's initiative rating is less than the friendly leader's. If the initiatives are equal, there is no modifier. Use the initiative of the highest-ranking enemy leader in the hex even in a reaction move triggered by a different enemy leader.

      3. The modified die roll is compared to the initiative rating of the highestranking moving leader. If the result is equal to or less than the initiative rating, the force may leave the hex, paying 1 additional movement point to do so. If the result exceeds the initiative rating, the force's movement immediately ends

    Before carrying out this procedure a player must declare exactly which units are attempting to leave the hex. If this procedure fails for the force, the player can't attempt to move any of those units for the remainder of the phase. Other units in the hex can attempt to leave and are rolled for separately.

    Non-combat Units. If a department leader, cavalry commander, corps leader, or supply wagon occupies a hex with no friendly combat units, enemy units may enter the hex at no additional movement cost. The friendly unit is eliminated.

    8.4 Cavalry Zones of Control

    Each cavalry unit has a zone of control (ZOC), except when an enemy combat unit occupies its hex or when it is entrenched. ZCCs increase the cost for enemy units to enter controlled hexes. The hexes a unit controls depend on its facing.

    Facing. Cavalry combat units are the only units that have facing. Each cavalry unit has three front hexsides, as illustrated below. The three adjoining hexes are called frontal hexes.

    A player decides a unit's facing at the time he moves it into a hex, before the enemy declares reaction attempts. After a battle (including any retreats) each player may orient the facings of involved cavalry units however he wishes.

    Illustration 8-A

    Union Cavalry Zones of Control. Each Union cavalry unit exerts a ZOC into its three adjacent frontal hexes (controlled hexes). Enemy units must pay 1 added movement point to enter a controlled hex.

    Illustration 8-B

    Confederate Cavalry Zones of Control. Each Confederate cavalry unit's ZOC extends a distance of two hexes through its frontal hexsides, as illustrated below. Confederate ZOCs do not extend through hexes occupied by Union combat units, but do extend into such hexes. (For example, in the figure below if a Union combat unit occupied hex A, F. Lee's ZOC would not extend into hex B.) Union non-combat units do not block zones of control.

    Union units must pay 2 additional movement points to enter a Confederate cavalry unit's frontal hex, and 1 additional movement point to enter a ZOC hex two hexes away from the cavalry unit.

    Illustration 8-C

    Limits on Cavalry Zones of Control

    If an enemy combat unit occupies its hex, a cavalry unit does not exert a ZOC. The ZOC disappears at the instant the enemy unit enters the hex, and remains as long as the enemy unit is in the hex. It reappears at the instant no enemy units are in the hex. When a unit moves from an enemy cavalry unit's hex into a frontal hex of that unit, it does not pay ZOC costs; the ZOC reppears only after the moving unit has entered the new hex.

    Cavalry ZOCs extend across rivers only at intact bridge hexsides.

    Cavalry ZOCs do not extend into or through ridge hexes.

    Entrenched cavalry units do not have ZOCs.

    Opposing cavalry units' ZCCs do not neutralize each other.

    A cavalry unit's own hex is not part of its ZOC.

    Illustration 8-D

    General Rules for ZOC Effects. A unit need not stop on entering an enemycontrolled hex, but must pay the movement point cost for every such hex entered. A unit may move directly from one controlled hex to another. ZOC costs are not cumulative: if more than one unit exerts a ZOC on a hex, use the greatest cost that applies. A friendly combat unit in a hex negates an enemy ZOC on that hex for purposes of command broadcast, but not for movement.

    8.5 Reaction Movement

    Leaders may attempt reaction movement during the enemy Movement Phase. Each leader has a reaction zone, which extends in all directions for a number of hexes equal to his initiative rating. The hex the leader occupies is part of the reaction zone. (Reaction zones are separate from ZOCs. All leaders exert reaction zones in all directions, and there is no MP cost to enter a reaction zone.)

    Reaction zones do not extend into or through ridge hexes. They extend across river hexsides only at intact bridges.

    Example: Fitz Lee (not Robert E. Lee) has initiative rating 2. His reaction zone is illustrated.

    Illustration 8-E

    When any enemy unit (combat or non-combat) enters a reaction zone, a player may attempt reaction movement. The attempt occurs before the enemy unit expends any more MPs for movement or bridge/rail line destruction.

    The following procedure is used:

      1. The player announces the stack attempting to react.
      2. The player rolls the die.
      3. If the die roll is equal to or less than the initiative rating of the highestranked leader in the stack, the reaction succeeds.
      4. If the reaction succeeds, any or all units of that stack immediately may move - as a stack - up to 50% of the basic movement allowance of the slowest type of unit in the force. (CPs are not relevant here.) Compute the movement allowance taking stacking into account and then halve.

    If an enemy unit (including the unit reacted to) is in the reacting stack's hex, reacting units wishing to leave the hex must carry out the procedure for leaving an enemy-occupied hex (8.3). If they fail, they may not leave the hex, and may not attempt reaction again during that Movement Phase while enemy units occupy the hex. Units could expend part of their reaction movement in the hex before attempting to leave.

    Number of Attempts Allowed. A leader may attempt reaction and Make reaction moves any number of times in the same Movement Phase. (Conceivably the total of his reaction moves could exceed his movement allowance.) However, a leader who enters an enemy-occupied hex during reaction movement may not move for the remainder of that Movement Phase.

    Any number of enemy leaders can react after each hex of friendly movement. A player must declare all attempts before resolving any. A player may attempt reaction any number of times against the same enemy force. Each stack may attempt reaction only once per hex of enemy movement.

    Stacks and Reaction. A player may attempt reaction with a stack only if enemy units have entered the reaction zone of the highest- ranking leader in the stack. He always uses the highest-ranking leader's initiative rating to resolve the attempt.

    Units which begin a reaction move in the same hex must move as a stack. Some can stay behind and others move, but all units which move out of the hex must move as a single stack.

    Reaction from Enemy-occupied Hexes. Units in an enemy- occupied hex may attempt reaction. If they succeed, they must carry out the usual procedure to attempt to leave the hex. If they fail either in the reaction attempt or in the attempt to leave the hex, they cannot attempt reaction movement again in the same phase while enemy units occupy the hex.

    If a unit makes a reaction move while stacked with enemy units which entered the hex that same turn, it may not leave the hex through any hexside the enemy units entered by.

    Other Restrictions

    • A player's leaders may not use reaction in his Movement Phase.
    • Reaction may be attempted only after an enemy force has moved, not before it begins its movement.
    • Entraining within a reaction zone does allow reaction attempts.
    • Reaction may not be attempted during the Combat Phase.

    8.6 Force March

    Any unit which is entitled to use 100% of its printed movement allowance may force march. (Le., the highest-ranking leader in the stack must have received CPs, equal to his command rating.) Each unit may expend additional movement points equal to the initiative rating of the highestranking leader in the stack. This holds true whether they move together with that leader or separately. No die roll is required. If the highest- ranking leader does not qualify, no units in the stack may force march.

    A unit may not force march and destroy bridges or rail lines in the same Movement Phase.

    Effects of Force March. Units which force march may lose strength points. Immediately after the unit moves, the player rolls the die.

      On a roll of 1-4, no points are lost.

      On a roll of 5 or 6, 10% of the unit's strength is eliminated. If a stack force marches, every unit loses 10% separately. Round the 10% up in all cases: for example, a 4-point unit loses 1 point.

    8.7 Destroying and Repairing Bridges and Rail Lines

    Destroying Bridges. A force totalling 5 or more strength points may destroy a bridge hexside. The force must expend movement points in an adjoining hex as follows:

      4 movement points to destroy a rail bridge across the Potomac River
      3 movement points to destroy any other bridge
      +2 movement points (to each of the above costs) if an enemy combat unit occupies a hex adjoining the bridge.

    Place a Bridge Destroyed marker on a destroyed hexside. If a rail bridge is destroyed, the player also places a Destroyed Rail marker in the hex his unit occupies.

    Units may not destroy bridges during force march.

    Repairing Bridges. A force totalling 5 or more infantry strength points may repair a bridge. Cavalry or artillery units may not repair bridges.

    Repair requires one full friendly Movement Phase (not three, as stated on the Movement Costs Chart.) Throughout each Movement Phase of repair the following conditions must be satisfied:

    • The unit must be adjacent to the hexside, and there cannot be an enemy unit adjacent to the hexside.
    • The unit must not move.
    • The unit must have at least 1 CP.

    At the end of the movement phase of repair, remove the Bridge Destroyed marker.

    Repairing a rail bridge does not remove the Destroyed Rail marker placed at the time of bridge destruction. That must be repaired separately, after the bridge has been repaired, using the normal procedure for rail repair.

    It is not possible to build new bridges; players may only repair printed bridges which have been destroyed.

    Destroying Rail Lines. A force totalling 5 or more strength points may destroy a rail line by expending 3 additional movement points in the hex. Place a Destroyed Rail marker. Rails may not be destroyed if enemy units are in the hex.

    Repairing Rail Lines. A force totalling 5 or more infantry strength points may repair a rail line The unit must expend 4 additional movement points in the hex, and the Destroyed Rail marker is removed.

    • Rail lines may not be repaired if enemy units are in the hex.
    • The same unit may not simultaneously repair rail lines and a bridge.
    • Only rail lines in friendly territory (see 2.1) can be repaired.
    • Cavalry or artillery units may not repair rail lines.

    8.8 Entrenchment

    Combat units may entrench. Entrenchment requires two full friendly Movement Phases. Throughout each Movement Phase of repair the following conditions must be satisfied:

    • The unit must not expend any movement points.
    • The unit must have at least 1 CP.

    At the end of the first Movement Phase of entrenchment, place a Constructing Entrenchment marker in the hex. At the end of the second phase, flip this marker to its Entrenchment side.

    The two phases must occur on consecutive turns; if a unit with a Constructing Entrenchment marker fails to meet the conditions on the following turn, remove the marker.

    Each unit must entrench for itself. A unit entering a hex with an entrenched unit does not thereby become entrenched. One unit cannot take over another unit's Constructing Entrenchment marker. If an entrenched unit moves, remove its Entrenchment marker. To become entrenched again - even in that same hex - it must repeat the entrenchment procedure.

    A unit which attacks remains entrenched if it occupies the hex after the combat. But it gains no benefit from entrenchments during the battle.

    Effects of Entrenchment

    Entrenched defending units receive benefits when defending (see 10.5) and in demoralization die rolls (see 10.6).

    Entrenched cavalry units do not have a ZOC.

    Units defending at Harper's Ferry (hex 1529) receive no entrenchment benefits if at least one attacking infantry unit entered the combat from hex 1629. (Units on Maryland Heights in hex 1629 could easily bombard the entire town, negating effects of entrenchments.)

    8.9 Railroad Movement

    Only Union units may move by rail. The Union may use any rail hex north of the Potomac River and the B&O hexes south of the river. (The B&O connects hex 1529 with 1021; it does not include the line from 1529 to 1031.)

    Rail Movement Procedure

    1. The unit must move to a rail hex. (It need not start the Movement Phase in one).

    2. The unit must expend 1 movement point to entrain.

    3. Place an Entrained marker on the unit.

    4. The unit must then expend 1 movement point for every 7 hexes it wishes to move by rail. (Exception: Destination markers.)

    5. The unit may - but is not required to - detrain. Detraining costs I movement point. After detraining, the unit may expend any remaining movement points for non-rail movement.

    6. If the unit does not detrain, the player may place a Destination marker.

    Restrictions and Options

    • A unit may remain entrained at the end of the Movement Phase and use rail movement again in the next phase, without having to entrain again.
    • In a single Movement Phase a unit may move as many hexes by rail as its movement allowance permits.
    • A unit may not use rail movement during reaction movement. An entrained unit may not react.

    Rail Capacity. In a single Movement Phase the Union player may move by rail either:
    One corps, or
    His artillery division, or
    Two detachments, militia units, supply wagons, or cavalry divisions.

    The Union player may move his department leader and cavalry commander by rail in addition to the above limits. A unit which starts the Movement Phase entrained but does not move by rail does not count against the capacity limit.

    Destination Markers. If the Union player leaves a unit entrained at the end of the Movement Phase, he may place a Destination marker. For each numbered Entrained marker there is a Destination marker having the same number, on the back of a different Entrained marker. In the next Union Movement Phase, the entrained unit may continue toward its destination without receiving a CP. It may move up to 28 hexes (4 movement points' worth) per turn. The unit must move towards the destination by the most direct route. On arriving at the destination it may detrain, without receiving a CP. If the Union player wishes to move the unit on any different route, or to any different destination, the unit must have a CP, and the Destination marker is removed. (The marker represensts having given orders for a journey which may last more than one turn.)

    Entrained Units in Combat. An entrained unit may not attack. If attacked, it immediately detrains. The Union player must subtract I from his commitment die roll if any such unit is involved.

    9. SUPPLY

    Units must be in supply in order to function normally during combat. There are two types of supply sources: wagons and depots. For supply range, effects, and depletion see 10.2. Supply has no effect on any game function other than combat.

    9.1 Supply Depots

    Supply depots for both sides are printed on the map. Supply depots never become depleted.

    Enemy Units. If an enemy combat unit occupies a supply depot hex, friendly units not in the hex may not use it for supply or line of communication. Friendly units in the hex may use the depot normally. There is no permanent effect on the depot.

    9.2 Supply Wagons

    Supply wagons carry a limited amount of supply and may be depleted. Union Supply Wagon Creation. The Union player may use leaders including detachments - to create supply wagons. The leader must spend one full Movement Phase in a Union supply depot hex. The leader must have 1 CP and not move throughout the phase. The Union player places a Wagon Creation marker in the hex. During the Initial Phase of the following turn the Union player may place a wagon in the hex. If all supply wagons are in play, none can be created. If more than one leader occupies a depot hex, each can create a wagon.

    Undepleting a Supply Wagon. Supply wagons may become depleted after supplying combat (see 10.2). To become undepleted, a wagon must remain stationary for one full turn, located on a road or rail hex and within four undestroyed rail and/or road hexes of a friendly supply depot. Only rail hexes in friendly territory may be used. Road and rail hexes may beused in any combination. The four-hex path cannot be traced through enemy combat units; ZOCs have no effect. The supply wagon is flipped to its undepleted side during the Conclusion Phase.

    10. COMBAT PHASE

    During the Combat Phase, combat may occur in any hex occupied by both sides. In each such hex, the players determine whether there will be combat, and if so, immediately resolve the combat. The first player determines the order in which potential combat situations are resolved.

    Use the following procedure to determine if there will be combat:

    1. Compare initiative ratings of the highest-ranking leaders on each side.

    2. The player with the higher initiative rating may decide whether to attack first. If initiatives are equal, the player moving into the hex second decides whether to attack first.

    3. If the player having the first choice decides not to attack, his opponent may decide to attack.

    4. If neither player attacks, there is no combat and all units remain in the hex.

    10.1 Combat Procedure

    To resolve each combat, players carry out the following steps:

      1. Each player checks supply (10.2).

      2. Each player chooses a combat option (10.3) and checks for wagon depletion.

      3. Players compare combat options and determine the number of rounds to be fought.

      4. Each player determines troop commitment (10.4).

      5. Rounds are fought (10.5).

      6. Retreats are executed (10.6). Each player may reorient facings of involved cavalry units.

      7. The winner determines whether he has achieved a major or minor victory (10.8).

    Participating Units. If a player elects to attack, he may use some or all of his 32 units. (Exception: Demoralized units never attack.) Units which do no attack are not affected by the battle. All defending units in the hex always are considered to take part in the battle.

    Union Artillery Unit. The Union artillery unit may attack only if at least one Union infantry unit simultaneously attacks. Once the battle begins' it is treated the same as any other unit. The artillery unit may not attack if all other Union units involved are cavalry.

    10.2 Combat Supply

    A player must check whether his units engaging in combat are in supply. A combat unit is in supply if either:

    • An undepleted supply wagon is within two movement points, or
    • A supply depot is within four movement points.

    A single wagon or depot may supply any number of different units, in any number of different combats, in a single Combat Phase.

    Tracing Supply Lines. Trace from the unit to the supply source. Count terrain costs using the combat unit's terrain costs and ZOC costs. Railroads count as roads, but rail movement may not be used for supply.

    A supply line may not include a hex occupied by an enemy combat unit, other than the hex of the units being supplied. A supply line may be traced through the following:

    • Enemy ZOCs (paying additional costs as in movement)
    • Hexes which were enemy-occupied earlier in the turn but are not now enemy-occupied.
    • Hexsides through which enemy units entered the battle.

    Effects of Being Unsupplied. A combat unit unable to trace a supply line of the correct length is unsupplied.

    • If a player's units are unsupplied, he may not choose the Pitched Battle or Assault combat options.
    • Unsupplied units must retreat at the end of the final combat round, unless the enemy units are forced to retreat because of demoralization.

    Wagon Depletion. A supply wagon used to supply a combat may become depleted. Right after chossing a combat option the player rolls the die.

    • If the combat option is Pitched Battle, a roll of 5 or 6 depletes the wagon.
    • If any other combat option is chosen, a roll of 6 depletes the wagon.

    Place a Depletion marker on a wagon which becomes depleted. At the end of the Combat Phase the wagon is flipped to its Depleted side (and the marker removed). The wagon may still be used for supply throughout the current Combat Phase.

    A player may not voluntarily choose to be unsupplied. He must trace a supply line if possible, and risk depletion.

    10.3 Combat Options

    In resolving each combat, both the attacker and the defender choose a Combat Option chit. There are two sets of five options each. Each player takes one set of chits at the start of the game. Players choose options secretly and simultaneously, placing the chits face-down on the table. Chits are revealed after both players have chosen.

    Permissible Options
    AttackerDefender
    ProbeWithdraw
    AssaultStand
    Pitched BattlePitched Battle

    Restrictions:

    If a player's units are unsupplied, he may not choose the Pitched Battle or Assault options.

    If a player's units have no legal retreat path (10.6), he may not choose the Withdraw option.

    Effects of Combat Options

    The players cross-reference their choices on the Combat Options Chart. Results are as follows:

      1, 2: The combat lasts for this number of rounds. If neither side retreats by the end of the specified number of rounds, all units remain in the hex.

      U: Rounds continue until one or both sides become demoralized.

    The pitched battle option increases the player's Commitment Table die roll by 1 and also affects supply wagon depletion (10.2).

    The probe option reduces the player's Commitment Table die roll by 1.

    A player who chooses the withdraw option must retreat at the end of the battle. The Withdraw option also reduces the player's Commitment Table die roll by 1.

    10.4 Commitment

    Immediately before combat rounds begin, each player must determine commitment:

    1. Select the highest-ranking friendly leader in the hex, and modify his command rating if necessary (7.1). Note that command rating is used, not combat bonus rating.

    2. On the Commitment Table, select the column corresponding to the modified command rating.

    3. Roll two dice and add applicable modifiers from those listed beside the table.

    4. Cross-reference the modified die roll with the column. The result is the percentage of the force's total strength points which may be used in the combat.

    Commitment occurs only once, before rounds begin. The second round is fought with the initial committed strength minus losses in the first round, and so on.

    McClellan. General McClellan's command rating is treated as 4 for all combat purposes (commitment and demoralization). His printed rating of 3 applies only to movement.

    10.5 Resolving Rounds

    To resolve a round, each player carries out the following procedure:

    1. He totals and modifies the strength of his committed units (see Strength Modifications below).

    2. He locates the corresponding column of the Combat Results Table. If he is attacking and the defender is entrenched, he shifts one column left.

    3. The player rolls one die, modifies as listed beside the table, and crossreferences with the column.

    4. The result is the number of enemy strength points eliminated. The enemy player chooses which of his units will suffer losses.

    Fire is simultaneous: in each round, each player uses his full committed strength, before extracting losses.

    Strength Modifications

    x 1/2 if the unit entered the hex during the current turn through adjacent bridge or river hexside. (Does not apply if the unit entered the hex in earlier turn.)

    x 1/2 if the combat occurs in a ridge hex, and the unit entered during the current turn through a slope hexside in that hex.

    x 2 if a unit is defending and entrenched. Only units actually entrenched are doubled. If less than 100% of the defending force was committed , the defender may take entrenched points to be committed before non-entrenched ones.

    Modifications are cumulative. Apply modifiers to the total strength of all units to which they are applicable, and then round fractions to the nearest whole number, rounding 1/2 up. If some units are doubled or halved and others not, double or halve the corresponding proportion of the committed strength points.

    Column Shift. If any defending unit is entrenched, the attacker shifts 1 column left. This applies even if the defender chooses the Withdraw option.

    Example: A force moves through a river hexside to attack an entrenched defender. Assume the attacker's committed points total 36 and the defender's total 10. The attacker is halved for the river; a strength of 18 falls into the 17-25 column. He then shifts one left, and uses the 6-16 column. The defender doubles his 10 for the entrenchments, and will use the 17-25 column.

    Die-roll Modifiers

      + combat bonus rating of highest-ranking leader on firing side
      +1 if the player chose Pitched Battle
      -1 if the player chose Withdrawal or Probe
      +1 to all fire by the defender, in all battles

    Note that each player uses only one combat bonus, that of his highestranking leader present.

    Excess Strength. If a player's committed strength exceeds 56, he rolls once using the 56 column and again for the excess.

    Example: A player's committed strength is 120. He rolls twice using the 56 column accounting for 112 points and once for the remaining 8 points, using the 6-16 column.

    10.6 Demoralization and Retreats

    At the end of the combat round in which his force's losses first total 10% or more of the initial committed strength, and every subsequent round, a player must check for demoralization. A player checks demoralization with a single die roll for all participating units, not unit by unit.

    Example: A player has a 30-point force, of which 60% - 18 points - is committed. Ten percent of 18 strength points is 2. His force loses one point in the first round and another in the second round. The player must check for demoralization at the end of the second round, and every round thereafter.

    Demoralization Procedure. To check for demoralization a player rolls one die and adds the following modifiers:

      +1 for every 10% of the initial committed force lost. (Ignore any fraction less than 10%; for example, if the player has lost 29%, add 2.)

      +1 if his highest-ranking leader has command rating 4 (this includes General McClellan)

      -1 if his highest-ranking leader has command rating 1

      -1 (defender only) if any units in his force are entrenched

      +1 if any units begin the battle demoralized

    If the modified die roll is equal to or greater than 6, all participating friendly combat units in the hex immediately become demoralized. Flip units over to indicate demoralization. Only combat units become demoralized. Units in the same hex but not taking part (only the attacker can have such units) are not affected.

    Effects of Demoralization

    • If a force fails a demoralization check in battle, all participating friendly units in the hex must retreat immediately. If a force includes demoralized units at the start of the battle, it must retreat only when it fails a check during that battle; the mere presence of the already-demoralized units does not require a retreat.
    • Demoralized units cannot attack - i.e., the attacker cannot count them in his total strength.
    • If any units in a defending force are demoralized, the defender must subtract 1 from his commitment die roll.
    • If any units in the defending force are demoralized, the defender cannot choose the Pitched Battle combat option.
    • If any units in a force begin the combat demoralized, the player must add 1 to all demoralization die rolls.
    • Demoralization does not affect reaction.
    • There is no additional effect if a demoralized unit becomes demoralized again.

    Retreats. Units must retreat in the following cases:

      Immediately when demoralized. (A force which begins a combat with demoralized units must retreat only if demoralized again.)

      At the end of a combat, if unsupplied, unless the enemy retreats because of demoralization.

      At the end of a combat, if the player chose the Withdrawal option.

    In all cases units in the same hex but not participating in the combat need not retreat.

    When to Retreat. A retreat occurring because of supply or the Withdrawal option occurs after the full number of rounds specified by the Combat Options Table have been fought through. A retreat because of demoralization occurs immediately.

    Note that it is possible for both sides to retreat. In this case the player whose highest-ranking leader has the worse command rating (e.g., 3 as opposed to 2) retreats first. If command ratings are equal the attacker retreats first.

    Retreat Procedure. A player retreats his own units, on any path he wishes subject to the restrictions below. He can retreat different units of a force to different hexes.

    Retreating units move 4 movement points (not paying ZOC costs). A unit can expend more than 4 MPs if no path exactly 4 MPs long is available, but must expend as few additional MPs as possible.

    A unit which must retreat but has no legal route at least 4 MPs long is removed from play.

    Effect of Enemy Units. With one exception, retreating units cannot enter hexes occupied by enemy combat units, nor may they exit the combat hex by any hexside through which enemy units entered the battle, unless the enemy units retreated first.

    Exception: In both cases, enemy units totalling less than 20% of the strength of the retreating force do not block retreat. At a bridge hexside, enemy units totalling at least 10% block retreat. Units may retreat through any enemy-occupied hex only if there is no alternative.

    Retreating units may enter hexes occupied only by non-combat units, if there is no alternative. Effects on the non-combat units are the same as in movement.

    Example: A force of 20 points could retreat through a hex occupied by 3 enemy strength points, if there were no alternative. At a bridge hexside, however, the 3 strength points would block the retreat Q is 15% of 20).

    Other Retreat Restrictions

    Retreating units cannot cross unbridged river hexsides.

    A unit retreating because of demoralization must end its retreat in a hex from which it can trace a shorter supply line than from the combat hex, if posssible. If this is not possible - for example, if the unit is defending in a depot hex - the unit must retreat to a hex which is closer to another friendly force than the combat hex, if possible.

    Example: Demoralized Union units retreat from a battle in hex 3035. The nearest supply wagon is in 3337 (four MPs away by road). The Union units could not retreat to 3037, because that is five MPs away from the wagon; nor could they retreat to 3335, which is four MPs away (this would not be a shorter supply line than in the combat hex). They could retreat to 3336 (two MPs away) or 3337.

    Units retreating because of being unsupplied or the Withdrawal option must retreat to a hex which is closer to another friendly force than the combat hex, if possible.

    Supply Wagons. Supply wagons stacked with a retreating force may accompany that force for the full length of its retreat (ignore supply wagon terrain costs). Likewise, any supply wagon in a hex a force retreats through can accompany that force for the full length of its retreat.

    10.7 Excess Losses

    If losses exceed a player's committed strength, some - but not necessarily all - of the excess is removed from his uncommitted strength. The other player rolls the die, adds the number of excess losses to the die roll, and consults the Excess Losses Table. The result is the number of uncommitted points removed.

    10.8 Major and Minor Victories

    If only one side retreats after the combat, the other side has won a victory. Victories are classified as major or minor as follows:

    • If the retreating side lost at least 15 strength points not counting militia, the battle is a major victory.
    • If the retreating side lost fewer than 15 strength points (not counting militia), the battle is a minor victory.
    • Militia strength points lost are not included when determining major victories.

    The winner scores 5 victory points for a major victory. He scores 0 for a minor victory.

    If combat has occurred in a hex on more than one consecutive turn, all losses - except militia - during all consecutive turns of combat are counted when determining type of victory, whenever one side finally does retreat.

    11. ATTRITION

    In 1862 scenarios (only) each side suffers attrition. During the Initial Phase of each odd-numbered turn except turn 1 (i.e., turns 3, 5, 7, etc.), each player rolls one die and consults the Attrition Table. The result is then applied to each of a player's units.

    Attrition never affects the following units:

    Units currently located within four movement points of a friendly supply depot (traced using the unit's movement costs, and not traced through enemy units)

    Supply wagons

    11.1 Attrition Table

    A player makes just one die roll to determine losses for all his units. The table has two columns, Friendly Territory and Enemy Territory. For each of his units, a player determines if the unit occupies friendly or enemy territory (2.1) and reads the number of losses from the corresponding column. Every infantry unit suffers the indicated number of infantry losses and every cavalry unit suffers the indicated number of cavalry losses. Losses are removed by unit, not by stack.

    No unit can be reduced to 0 strength points by attrition.

    Line of Communications Effect. If a unit has no line of communications at the time attrition is determined, add 1 to the die roll to determine its losses.

    Example: The Union player rolls a 5. Every Union infantry unit in Union territory loses 1 point. Every Union infantry unit in Confederate territory loses 2 points, and every Union cavalry unit in Confederate territory loses 1 point. For each Union unit which has no line of communications, read the result from the "6" line - for example, each such cavalry unit in Union territory would lose 1 point instead of 0.

    12. MORALE RECOVERY

    During the Morale Recovery Phase each player attempts to restore his demoralized units (including those demoralized that same turn) to good morale. To do so, a player adds 1 to the leader's initiative rating and rolls the die. If the die roll is equal to or less than the modified initiative rating, the unit becomes undemoralized.

    Department Leaders and Cavalry Commanders. If a department leader is stacked with a demoralized unit, the player may choose to use the department leader's initiative rating instead of the demoralized leader's, before rolling the die. The department leader's rating may be used for any number of units in the same hex. Each unit is still rolled for separately. A cavalry commander may give this same benefit, but may benefit only cavalry units.

    Militia. Militia units may recover morale only if stacked with a Union leader. Use the leader's initiative value, rolling separately for each militia unit.

    13. WASHINGTON FORTIFICATIONS

    Union units in a fortification hex are automatically considered entrenched. (This effect remains even if a Confederate unit has occupied the hex at some point.) Further, each hex has an intrinsic strength.

    Intrinsic Strength. The intrinsic strength has a value of 15 points initially. Any losses must be recorded on scratch paper. If Union combat units defend in the hex, the intrinsic strength is added to theirs exactly as though it belonged to a combat unit. Intrinsic strength may not attack.

    The intrinsic strength is eliminated if demoralized or if all Union combat units retreat from the hex. (The automatic entrenchment effect remains, however.) If the intrinsic strength defends without combat units, the Union player may not choose the Withdrawal option.

    14. OPTIONAL RULES

    The following rules can be used at the players' discretion.

    14.1 Solitaire Play

    Lee Invades the North can be played by one player moving the units for both sides, even without too much of a split personality (Braxton Bragg take notice). The biggest obstacle is the combat options. To choose options, carry out the following procedure:

      1. Choose an option for the attacking side.

      2. Roll one die. If the highest-ranking defending leader has combat bonus 2 or 3, subtract 1 from the die roll.

      3. Choose the defender's option according to the modified die roll:

        Die roll Defender Option
        1-2 Pitched Battle (if defender unsupplied, roll again)
        3-4 Stand
        5-6 Withdraw

    14.2 Surprise Attacks

    A player may attempt a surprise attack if the following conditions hold:

      He force marches units into an enemy-occupied hex
      All enemy units in the hex either fail to react or do not attempt reaction.

    To attempt a surprise attack, the moving player rolls the die. If the die roll is less than (not equal to) the initiative rating of the highest-ranked moving leader, the player may make a surprise attack.

    The surprise attack is resolved immediately (during the Movement Phase). The following special rules apply:

    Players do not choose combat options. The combat lasts two rounds (unless one side is demoralized in the first).

    The defender applies none of the usual Commitment Table modifiers. The attacker applies only the force-march modifier, no others.

    The attacker shifts one column right on the Combat Results table.

    The defender may not fire during the first round.

    Units which have made a surprise attack may not move for the remainder of the phase.

    If both sides have units in the hex at the start of the Combat Phase, combat may occur there as usual.

    14.3 Leader Casualties

    Any time a player rolls a natural 6 (i.e., before modifiers) in a combat round, there is a chance of leader casualties. The player rolls again for each of his combat or corps leaders separately. (Exception: The Union artillery leader is never killed.)

    On a roll of 5 or 6, the leader is killed. Replace his unit by a detachment of equal strength.

    Department leaders and cavalry commanders never become casualties.

    15. SCENARIOS

    Lee Invades the North has four scenarios. Scenarios 1 and 2 simulate the 1862 campaign, while scenarios 3 and 4 are set in 1863. There are special rules for each year as well as for each separate scenario.

    How to Set Up. There is a separate Player Record Sheet for each scenario. On the player record sheet are listed the starting hexes - or turns of arrival - for all units. Place the units in the hexes listed. In some cases set-up instructions appear at the bottom of the sheet.

    Introductory Scenario. It is suggested that players use scenario 4 for their first game. This scenario simulates the high point of the 1863 campaign. It plays quickly and omits some of the standard rules.

    15.1 VICTORY POINTS

    Victory is determined by victory points (VPs). At the end of the game each player totals his VPs, and the Union total is subtracted from the Confederate. The net Confederate VP total determines victory. If the final total lies in between the values required for each side's tactical victory, the game is a draw.

    VP awards are the same in all scenarios.

    VPs for Major Victory. Each player gets 5 VPs for each major victory (10.8) VPs for Towns and Cities. The Confederate player (only) receives VPs for control of certain towns and cities. To gain these points, he must satisfy the following:

    • A single Confederate infantry unit with at leas~ 10 strength points must occupy the town or city for one complete turn (that is, from Initial Phase through Conclusion Phase), with no Union units in the hex. If a Union unit enters the hex - even if it enters the hex and retreats in the same turn - or the unit's strength falls below 10, the town does not become controlled.
    • To receive the full VP value, the Confederate player must have a line of communications to the hex throughout the turn. If he does not, he receives one-half the printed value (retain fractions). If he later satisfies the conditions with LOC, he receives the other half.

    Points are awarded at the instant the above conditions are satisfied - not at the end of the game. The Confederate player can gain points only once for each location. Place a Confederate Control marker to indicate that points have been awarded for a hex. If the Confederate player has received only half the points, place the marker face down.

    The Confederate player keeps the VPs if Union player reoccupies the hex.

    In all scenarios, towns and cities are worth VPs as follows:

      Place (Hex Number)lVictory Points
      Washington (3541,3542, 3642)/5 per hex
      Fortification hexes/2 per hex
      Baltimore (4631)/5
      Carlisle (3103)/2
      Chambersburg (1910)/l
      Ellicott City (4131)/1
      Gettysburg (3014)/1
      Hagerstown (1719)/1
      Hanover junction (4313)/l
      Harpers Ferry (15290
      Harrisburg (4001)/2
      New Oxford (3513)/l
      Rockille (3035)/l
      York (4410)/l
      York Haven (4406)/1

    VPs for Rail Interdiction. If a Confederate infantry unit occupies any hex of the rail line connecting Baltimore with Harrisburg at the end of the game, the Confederate player scores 2 VPs. For occupying the railroad connecting Washington with Baltimore, the award is 3 VPs. Line of communications does not affect these awards.

    VPs for Harrisburg Bridge. If the bridge in hexside 3902/4002 is destroyed at the end of the game, the Confederate player scores 2 VPs.

    Victory Point Marker. Players may use the Victory Point markers on the Turn Record Track to keep a running total of net VPs. If the net Confederate score reaches 5, the Union may begin receiving militia (4.2).

    15.2 1862 Special Rules

    All the following rules apply to both scenarios 1 and 2. Note that attrition (11) is used only in these scenarios.

    Replacement Points. In 1862 scenarios only, each side receives replacements. Replacements begin on turn 5. (Note that turn 5 is the second turn of scenario 1.) On turn 5 and after, each player receives one replacement point on each odd-numbered turn and two on each even- numbered turn. Each player may expend replacement points to add strength to combat units (or for the Union, to intrinsic fortification strength), as follows:

      One infantry strength point costs 1 replacement point
      One cavalry strength point costs 2 replacement points

    A player notes the increase in strength on his Player Record Sheet. Players may add in excess of a unit's original strength.

    Replacement Point Restrictions

    To receive replacement points a unit must have a line of communications (7.2).
    A demoralized unit cannot receive, replacements.
    Replacement points cannot be saved.
    A completely eliminated unit cannot be brought back into play through replacements.

    Units

      For Union leader Hooker, use the corps counter, not the department leader counter.
      Use the counter showing A.P. Hill as division leader, not corps leader.
      Use the counter showing Anderson as a unit of Longstreet's corps.

    Confederate Command. On turns 1-6 of the 1862 scenarios, the Confederate player does not modify his Command Point Table or Command Broadcast Table die rolls for line of communications. Note that Lee has no LOC at the start of scenario 1: the bridge in hexside 1426/1525 is burned, and the other bridges are blocked by Union units.

    Miles and White. The Union units Miles and White may not expend MPs for any purpose, nor build supply wagons, until released. They are released as follows:

      Miles is released when any Confederate unit moves within 5 hexes of his hex (Harpers Ferry)

      White is released when any Confederate unit moves within 5 hexes of his hex or of Miles's hex;

    Both units are released when the Lost Dispatch is discovered.

    Once released, the units function normally for the rest of the game. They are subordinate to McClellan, receiving CPs by broadcast from him like any other units.

    Hex 1026 Depot. This depot does not exist in 1862 scenarios.

    1862 Victory Point Requirements
    Net Confederate
    Victory Points Victory Level
    13 or more Confederate strategic victory
    10-12 Confederate operational victory
    9 Confederate tactical victory
    8 Union tactical victory
    5-7 Union operational victory
    4 or fewer Union strategic victory

    15.3 Scenario 1: Frederick to Antietam (Sept 9 - Oct 5,1862)

    The Situation:Lee hasjust invaded Maryland and gathered his forces at Frederick. The scenario begins just as he has issued orders to Jackson to take Harpers Ferry, while Lee and Longstreet would move to the other side of South Mountain and head north. These orders would become the Lost Dispatch that would be discovered by McClellan's troops when he advanced from Frederick, pushing Stuart before him. Scenario Length. 13 turns. Begin the game on turn 4 and end on turn 16. Confederate Supply Wagons. The Confederate player receives one wagon on turn 6 and on every third turn thereafter (4.1).

    15.4 Scenario 2: The Maryland Campaign (Sept 3 - Oct 5,1862)

    The Situation: After the Second Battle of Manassas, the Union forces had fallen back on Washington - a disorganized mass that had once been an army. Lee, his troops worn from a year of hard campaigning, decided to seize the initiative and invade the North for the first time. Slowly, his tattered army steeled itself for the campaign and headed for the Potomac.

    Scenario Length. 16 turns. Begin the game on turn 1 and end on turn

    16. Confederate Supply Wagons. The Confederate player receives one wagon on turn 3 and on every third turn thereafter (4.1).

    Union Reorganization. At the start of the scenario all Union infantry units except Miles and White are considered disorganized. Cavalry units are not disorganized. To show that a unit is disorganized, place it face down.

    A disorganized unit may not move (including reaction movement) or attack. It defends, checks for demoralization, and may retreat normally.

    Reorganization Procedure. During each Initial Phase on turns 1-4 the Union player may attempt to reorganize four units. The units must be within three hexes of McClellan. The three-hex distance can be traced through any type of terrain or units. The Union player rolls the die separately for each unit; on a roll of 1-4, the unit is no longer disorganized. On a roll of 5 or 6 it remains disorganized. In the Initial Phase of turn 5 all units become reorganized. No die rolls are necessary and McClellan's position does not matter.

    15.5 1863 Special Rules

    Attrition and replacements are not used in 1863 scenarios.

    Couch. Couch receives and broadcasts CPs like a department leader. But he may broadcast only to leaders stacked with indlitia units. (Such leaders may also receive CPs from the Union department leader or cavalry commander, as applicable, in the usual way.)

    A.P. Hill and Anderson. Use the counter showing A.P. Hill as a corps leader. Use the counter showing Anderson as part of Hill's corps.

    Confederate Reinforcements. In each of the 1863 scenarios the Confederate player receives reinforcements. The Player Record Sheets list the turns on which units appear. All units may enter at hex 1026, 1029, or 1031 (Confederate player's choice).

    Reinforcements enter play during the Confederate player's Movement Phase. They have their full movement allowances available for the turn of entry, and may force march.

    The map-edge hex of entry counts as the first hex of movement for every unit. Units need not pay additional MPs for units which have previously entered at the same hex. Units may enter as a stack; the usual stack movement allowance effects then apply.

    1863 Victory Point Requirements
    Net Confederate
    Victory Points Victory Level
    16 or more Confederate strategic victory
    14-15 Confederate operational victory
    13 Confederate tactical victory
    11-12 Union tactical victory
    9-11 Union operational victory
    8 or fewer Union strategic victory

    15.6 Scenario 3: The Pennsylvania Campaign (June 17-July 13,1863)

    The Situation: It is June 17; Lee's invasion of the North has begun. Union forces under Milroy have been evicted from Winchester and the vanguard of the Confederate army has advanced to Chambersburg. Hooker's army still lies concentrated around Manassas and Centreville. It is becoming clear that Lee is moving his whole army north and that this is not simply a raid.

    Scenario Length. 14 turns. The game begins on turn 1 and ends on turn 14. Confederate Wagons. The Confederates receive one wagon every three turns beginning on turn 5 (4.1).

    Hooker Dissatisfaction

    At the beginning of the game place the Hooker Dissatisfaction marker in the "1" box of the Turn Record Track. Move the marker forward one box for each Confederate VP scored, and back two boxes - not five - for each Union major victory.

    In each Initial Phase starting with turn 2, the Union player rolls the die. He adds the number of the box that the marker is in to the die roll.

    If the modified die roll equals 6 or more, the Union player does the following:

    1. He removes the Hooker department leader counter from the map.

    2. He removes the Meade leader counter and puts the Sykes counter in its place. Sykes takes over Meade's current strength.

    3. He places the Meade department leader counter in the hex where Meade was.

    Lee. Lee begins the scenario off-map. While off-map, for command purposes he is considered to be located in hex 1026. Count broadcast distances from that hex, not including the hex itself.

    Confederate Option. Stuart, Hampton, and Chambliss may enter the game either on turn 4 at hex 1044, or on turn 6 at hexes 1031, 1029, or 1026. The Confederate player must decide in the Initial Phase of turn 4.

    Variable Entry. A die roll is required in order for certain Confederate units to enter play. These units are Imboden, Jones, and Robertson. Beginning on turn 3 the Confederate player rolls the die once for each unit and consults the table below. If the required die roll is achieved, the unit may enter play at the hexes 1031,1029, or 1026. If not, the Confederate player rolls again on the following turn.

      Turn Die Roll Needed for Entry
      3 or 4 1-2
      5 or 6 1-3
      7 or 8 1-4
      9+ 1-5

    15.7 Scenario 4: Collision at Gettysburg (June 28 - July 14, 1863)

    The Situation: Meade took over the Army of the Potomac on June 28. Hooker had concentrated the army around Frederick, Maryland. He had sent Reynolds's wing of three corps to hold the passes of South Mountain. The Confederates were moving into Pennsylvania, threatening Harrisburg.

    Rule 15.5 is in force in this scenario. Note that the Union militia at Baltimore cannot move until some Union leader reaches the hex.

    Scenario Length. 9 turns. The scenario begins turn 1 and ends on turn 9 Initial Confederate VPs. The Confederate player begins the game with 5 VPs. Place Confederate Control markers on Hagerstown (1719), Chambersburg (1910), Carlisle (3103), and York (4410).

    Confederate Wagons. The Confederates receive one wagon every three turns beginning on turn 3 (4.1).

    Supplemental Design Notes

    5.1 The Lost Dispatch

    As Lee's army marched through Maryland, a Confederate officer dropped a dispatch which was soon discovered by Union soldiers. The captured information gave General McClellan the confidence to move aggressively against Lee, resulting in the Antietam battle.

    6. Leaders

    The Command rating, Initiative rating, and Combat bonus.

    The command rating shows how well the leader could translate the commands of his superiors into action. The initiative rating simulates his ability to react to the situation intuitively, not only following orders but going one step further and reacting to the immediate situation as well. The combat bonus rating represents his tactical abilities once the fighting begins.

    10.1 Combat procedure

    The combat procedure simulates the development of great Civil War battles in some detail. Players choose a tactical plan (combat option), determine what portion of their troops is committed, and then fight a series of rounds until one side breaks.

    15.6 Scenario 3.

    Hooker Dissatisfaction.

    During the campaign, Meade replaced Hooker as commander of the Army of the Potomac. In the game, this occurs when Lincoln becomes sufficiently dissatisfied with Hooker.

    Optional Charts

    Demoralization Table

    Unit demoralized if modified die roll equal to or greater than 6.

    Die-roll Modifiers:
    +1 for every 10% of initial committed force lost
    +1 if highest-ranking leader has command rating 4 (includes McClellan)
    -1 if highest-ranking leader has command rating 1
    -1 (defender only) if any units in force entrenched
    +1 if any units began baffle demoralized

    Recovery:
    Die roll less than or equal to 1 + Initiative Rating

    Supply Wagon Depletion
    die roll 5,6 if Pitched Battle chosen die roll 6 if any other option chosen


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