The Rebel Yell

American Civil War Rules

By Orv Banasik

The original rules inside the print version of MWAN is a work of art, replete with a multitude of woodcuts and other images depicting civil war scenes. In the interest of download speed, these illustrations are not included in the on-line MagWeb.com version, however, if you are intrigued by these rules, we urge you to pick up a copy of MWAN 116 for its artful presentation.--RL

1. INITIATIVE
2. MOVEMENT
3. CAVALRY CHARGES
4 . ARTILLERY FIRE
5. SMALL ARMS FIRE
6. MORALE
7. CLOSE COMBAT

GAME SCALES

GROUND 1" = 30 YDS
TIME 1 TURN 20 MINUTES
INFANTRY FIGURE 50 MEN
CAVALRY FIGURE = 50 MEN
ARTILLERY FIGURE = 2 GUNS/ 50 MEN
GUNS = TYPE OF GUN

BATTLE SCENARIO

Each game should be set up by having a battle scenario, which outlines the game situation, order of battle, initial deployment and battle objectives. A game map of the battlefield will assist the players in deployment of hidden units.

COMMAND ORGANIZATION

After receiving the order of battle, participants should be assigned command of various units. Players should be able to handle multiple divisions depending on experience. One player on each side has the added responsibility of being the overall commander, thus coordinating his sides battle objectives.

UNIT MARKERS
RED CASUALTY
YELLOW SKEDADDLE
BLACK BATTERY SILENCED
Make from 1/8 plastic tubing

GAME EQUIPMENT
1. 12 SIDED DICE (1-12)
2. GAME MAP
3. UNIT MARKERS
4. DEGREE GAUGE
5. TAPE MEASURE

Regimental Formations

LINE
A regiment might fight with all its companies abreast, forming a long, double line of men. Sometimes one or more companies were held back as a reserve. One or more companies were usually sent forward as skirmishers. Attacks were often made by multiple lines or waves of regiments or brigades, usually at a distance of 250 yards.

COLUMN
"The column was the formation for movement - in twos or fours on a road, or with a frontage of a company or half company in rougher terrain. There were several different ways to deploy into line, none of which took very long. The trick was to ensure your column of maneuver deployed into line of battle before it was too late".

INFANTRY DIVISION ORGANIZATION
USA - 2 INFANTRY BRIGADES, 1 ARTILLERY BRIGADE
CSA - 3 INFANTRY BRIGADES, 1 ARTTLLERY BATTALION

CIVIL WAR ORGANIZATION

    ARMY
    MAJOR GENERAL (USA)
    GENERAL (CSA)
      CORPS (2-3)
      MAJOR GENERAL (USA)
      LT. GENERAL (CSA)
        DIVISION (2-3): MAJOR GENERAL
          INF/CAV BRIGADES (2-4): BRIGADIER GENERAL
            REGIMENT: COLONEL

STANDARD SIZE UNITS
INFANTRY REGIMENT 12 Figures (600 men)
INFANTRY REGIMENT 9 Figures (450 men)
INFANTRY REGIMENT 6 Figures (300 men)
CAVALRY REGIMENT 6 Figures (300 men)
4 GUN BATTERY 1 Gun, 2 Gunners
6 GUN BATTERY 1 Gun, 3 Gunners

REGIMENT ORGANIZATION
The regiment was the basic unit of infantry, cavalry, and the battery of the artillery. Regiments were grouped into brigades, brigades into divisions, divisions into corps, and corps into armies. The paper strength of a infantry regiment was 1000 men but due to sickness, battle casualties, straggling etc. the field strength would be much lower. These rules are set up using standard size units for ease of play, consisting of infantry regiments of 600, 450 and 300 men, cavalry regiments of 300 men and 4-6 gun batteries. For players wishing an exact historical order of battle for a specific battle scenario the unit sizes can be varied as desired.

BRIGADIER GENERAL
The commander of a brigade was usually a Brigadier General and is represented by a single mounted figure on a 1"x 2" base. Brigade commanders a1ways move with the units of their brigade and we assumed to be in the areas where the fighting is the heaviest. When the Brigadier is with a unit of his command, that unit will receive a +1 for firing and +1 on roll for close combat to represent his leadership on the battlefield.

Major General
The rank of Major General came not from political or social ties but from service on the battlefield. At the age of 34 he had risen to rank, sometimes meteorically, after having stood up under fire as a Brigadier. A gentleman and soldier, blended together, fighting to win at all costs, yet extending every courtesy and consideration to a captured or fallen foe.

Single mounted figure on 1 1/4" x 2" base. His place was to the immediate rear of his engaged units or with the division reserve. Once each turn, the major general may attempt to rally one unit of his command by moving to that unit. On a roll of 1-6, the unit rallies, but on a 12, the commander is killed and removed from play.

CORPS GENERAL
Each corps is commanded by a Lieutenant General or Major General and is represented by a mounted general and a mounted aide or several dismounted staff figures. These are place in a group setting on an irregular 2"x 2" base. When movement ends a corps commander may still order movement of a non engaged, reserve brigade.

A Corps Commander was a senior general, eligible to command a whole army if circumstances warranted. A corps headquarters would usually be located safely behind the fighting. The corps commander would not be involved in the tactical battle but would order the general movements of his division and reserve units.

ARMY GENERAL
For the battle each side should have one general who is the overall or army commander and is represented similar to a corps commander with an extra aide figure added to distinguish his position. These generals will be rated (timid, steady or aggressive) and will be allowed modifiers to the initiative roll. The overall commander is in charge of the battle strategy and plans. His position should be in a location of good observation well to the rear of the fighting.

Generals may take direct command of units below them. They will be subject to the rules and risks of the lower command and they may not direct their previous command.

ARTILLERY COMMANDERS
A Major usually commanded an artillery battalion or brigade. When artillery is grouped into battalions or brigades, treat the commander as a Brigadier.

Command and Control

As generals running Civil War armies you would command a number of corps and divisions. Your control of these corps and divisions would be limited to your personal presence, ability of your subordinates, smoke on the battle field, orders being received and understood, etc. To simulate the variability of command an initiative system and a variable movement system is use.

Initiative is checked at the beginning of each turn by the army commanders. Two dice are rolled and any modifiers are applied. The player rolling the highest modified number will decide which side moves first and which side moves last.

During movement after a player moves a infantry brigade, cavalry brigade or artillery battery a die is rolled. On a roll of 11 or 12 the player movement turns ends.

INITIATIVE MODIFIERS

For each game the commanding generals should be rated based on their historical initiative. Ratings will be aggressive, steady and timid. These ratings are a reflection of the commanders ability and desire to conduct offensive operations, with attacks pressed aggressively to the opponent. Examples of an aggressive commander would be Robert E. Lee, Stonewall Jackson and Ulysses S. Grant. Steady commanders would be Irwin McDowell, Braxton Bragg and George Meade. Examples of timid commanders would be George McClellan, Joe Hooker and Ambrose Burnside. A commander's rating might change from battle to battle depending on his historical aggressiveness. Each turn a player fails to win the initiative, he may add +2 to the roll .

INITIATIVE MODIFIERS

    TIMID +1
    STEADY +2
    AGGRESSIVE +3
    EACH TURN NO INITIATIVE +2

Movement

Movement is done with Union or Confederate forces moving first or last depending on who has the highest modified initiative roll. The commander that wins initiative will decide the movement order.

Movement is by Infantry brigade, cavalry brigade or artillery battery. After moving one of these, the army commander should roll a die. On a roll of I I or 12 the movement turns ends.

Units may move through each other; however, no firing is allowed the turn this happens. Cavalry may not charge through units. Units can move in any direction or combination of directions during a turn. Formation changes may be done at the beginning of the move and may not be done within 12" of the enemy. Cavalry mount and dismount is considered a formation change.

Maneuvering in the face of the enemy is not allowed. Side moves may not be done within 12" of the enemy unless it is to align units for firing purposes. Units may not march across a units front unless they are 12" away. Changes of facings over 45 degrees must be done 12" or more from the enemy front or flank. There are no limitations when the entire unit is behind the enemy. Movement is doubled when on a road. No movement is allowed through swamps. A unit may do an about face but this is considered movement for firing purposes.

Movement is stopped whenever an enemy unit is within 2-6" and is a close combat threat. These units are considered engaged and may not move further until the fight is decided by firing, morale or close combat.

Generals may move anytime during the turn but are limited to one move per turn. Dismounted Generals move at 20" perturn.

BASIC MOVEMENT (25mm)

    WAGONS 10"
    FIELD ART 10"
    INFANTRY 20"
    HORSE ART 20"
    CAVALRY 30"
    GENERALS 40"

MOVEMENT MODIFIERS

    ROAD SPEED 2X
    CAVALRY CHARGE +10"
    ROUGH TERRAIN 1/2
    45 degree WHEEL (Line Only) -5"
    STREAM 4"
    WOODS STOP
    FORMATION CHANGE 1/2
    SIDE MOVE 1/2

Firing

SMALL ARMS TABLE
RANGE 0 6"
WEAPON1 DIE FOR: #'S WHICH HIT
MUSKETEA 2 FIGURES 1-4
CARBINEEA FIGURE 1-3

USE 12 SIDED DICE ROUND ODD FIGURES UP

FIELD ARTILLERY TABLE
1 DIE PER GUN
WEAPONCANISTER 0-12":SHOT & SHELL 12"-48"
SMOOTHBORE 1-8 1
RIFLED 1-61

FIRE MODIFIERS

    COVER -2 DIE
    COLUMN +3 DIE
    FLANK ROLL AGAIN
    INF MOVED -1 DIE
    MOUNTED CAV +2 DIE
    SHARPSHOOTERS +1 1/2 DICE
    SMOOTHBORE ART -1 DIE (Shot & Shell)

COVER is: Woods, Hasty works, Hedges, Stonewalls, Breastworks, Entrenchments, RR Embankment, Gabions

After movement the next step in the turn is Firing. Artillery will fire first with both sides firing simultaneously. Firing can be conducted in any convenient order, players simply ignoring casualties caused to a unit until their unit has a chance to fire. After artillery fire, small arms fire will take place with both sides firing simultaneously. Casualties are marked during firing and bases are removed when all figures are out of action. With large quantities of smoke and dust on the battlefield, no pass through fire is allowed.

HOW TO FIRE

Measure range from center of firing unit to center of target or to flank if shot is a flank shot. Check firing table for number of dice allowed and numbers which hit. Roll dice with each hit causing the loss of one figure (50 men) or one artillery gun.

SHARPSHOOTERS

Extensive use of sharpshooters was made during the Civil War. Many regiments placed their best shots into elite companies of sharpshooters. On occasion entire regiments could be made up of sharpshooters. Sharpshooters receive a bonus of +1/2 dice when firing. Use of sharpshooters is limited by scenario design. Regiments of sharpshooters may split their units into smaller units, consisting of a least four figures and the mini units have to be separated by at least 4".

FIRE RULES & LIMITATIONS

    1. One base deep for firing.
    2. 30 degree fire zone for infantry and artillery, firing canister, measured from center of unit.
    3. 10 degree fire zone for artillery firing shot and shell.
    4. No canister or small arms fire over friendly units.
    5. No firing between units.
    6. 10 degree flank angle measured from target unit.
    7. No firing from column formations.
    8. Units may split fire at threatening units.
    9. Line of sight for all firing.
    10. Batteries that move or adjust their positions may not fire during turn they moved..

SNIPERS

For each battle, one sniper figure may be deployed by each side to represent the effects of sniper fire. Snipers will fire at exposed generals at ranges up to 900 yards (30"). They may move 20" per turn but may not fire the turn they move. When "sniper" comes up under the morale table your opponent may take one shot at any genral within range and line of sight. On a roll of 1-4 the general is shot from the saddle, 5-8 general is wounded and removed from battle. 9-12 is a miss.

Morale

WHEN TO CHECK

    Infantry each turn they receive 3 casualties
    Cavalry each turn they receive 2 casualties
    Artillery each turn they receive 1 casualty

HOW TO CHECK

When a morale check is required a player should roll a die and check the Morale Results Table, under unit type, for morale effect. There is a limit of one check per unit per turn.

FOUGHT OUT

When a unit reaches 25% strength, it is fought out and should be removed from the battle. MORALE RESULTS TABLE DIE INFANTRY CAVALRY ARTILLERY I Skedaddale Retire 20" Battery Silenced 2 Lose I Straggler Good Order I Gun Quits Field 3 Brigadier Killed Lose 1 Straggler Battery Retires 10" 4 Retire 20" Good Order Battery Quits Field 5 Lose 1 Straggler Lose 2 Stragglers Good Order 6 Charge to Combat Retire 20" Brigadier Killed 7 Sniper Brigadier Killed I Gun Quits Field 8 Good Order Unit Quits Field Good Order 9 Units Quits Field Retire 30" 2 Guns Quits Field 10 Lose 2 Stragglers Lose 1 Straggler Battery Silenced 11 High Morale, Good Order Battery Retires 10" Fire Again 12 Charge to Combat Lose 2 Stragglers Battery Retires 20"

UNIT STATUS

HIGH MORALE - When morale check results in high morale, units within range may fire again.

GOOD ORDER - Units with normal morale. They will respond to players control except for rule limitations. Units which are rallied are in good order.

CHARGE TO COMBAT - Infantry units, that are within 6" of the enemy, will close with the enemy and a close combat will be fought.

STRAGGLERS - Units that have stragglers will lose a specific number of figures which are immediately removed from the battle

RETIRE - Units that retire will fall back, facing the enemy, the stated distance or to the rear of the table. Units may move and fire the next turn per rules.

SKEDADDLE - Units that skedaddle will retire to the rear behind safe cover where they cannot be reached by small arms or artillery fire. They will remain there until a general in their chain of command comes to their location. The following turn their morale will be in Good Order.

UNITS QUITS FIELD - Units that quit the field will immediately move 20" to the rear with their backs facing the enemy and will continue their rout at the same pace until they exit the table or they are rallied by the Division Commander.

BATTERY SILENCED - When a battery is silenced it may not fire or move for one turn.

When a unit skedaddles, retires or quits the, field and their path is blocked by impassable terrain, the unit will surrender. If a skedaddle move takes a unit off the table, the unit will be considered routed and out of the battle

Close Combat

CLOSE COMBAT MOVES

Infantry within six inches of enemy infantry or artillery will move to close combat on rolls of "Charge to Combat" under the Morale Results Table. Infantry will automatically close, during movement, when attacking from the flank or rear. Infantry will not attack mounted cavalry.

Cavalry will not attack infantry or artillery from the front but will automatically close, during movement, when attacking from the flank or rear. Cavalry attacking cavalry will automatically close during movement

Artillery cannot attack other units.

How to Fight Close Combats

When attacked from the front, close combat is fought, unit vs unit, with the only modifier being when a general is with the unit. Each side will roll a die and subtract the roll from each other. Then the attacker will consult the Close Combat Table for results. When the attack comes from the flank, rear or when artillery is attacked from the front by infantry, the defender will lose the combat Consult table.

Additional Rules

Units need at least 1/2 strength to advance to close combat.
Units making close combat moves may make a 45' shift of front during the move to combat and will align on the unit they are attacking.
Infantry within 4" of the rear of artillery are in support and may move forward during combat moves to add their weight to any close combat. Results can be divided between the two units.

COMBAT TABLES - Flank, Rear or Artillery

    DIE : RESULTS

    1-4 DRIVEN BACK - Defenders Skedaddale back per rules. 2 figures are captures. Attacker loses 2 figures, captures position

    5-8 SWEPT FROM FIELD - Defenders Quit the Field, 1 stand is captured. Attacker loses 1 figure and captures position.

    9-12 ENEMY DESTROYED - Defender is destroyed. 1/2 of unit is killed and 1/2 unit is captured. Attacker may make 1/2 move.

COMBAT TABLES - FRONTAL ATTACK

    DIE ROLL : RESULTS
    DIFFERENCE

    9,10,11 SWEPT FROM FIELD - Defenders Quit the Field, 1 stand of figures are captured. Attacker loses 2 figures and may make a 1/2 move.

    6,7,8, DRIVEN BACK - Defenders Skedaddale back per rules. 2 figures are captured. Attacker loses 2 figures and captures position

    3,4,5, HARD PRESSED - Defenders loses 2 figures and retire 20". Attacker losses 2 figures and captures position

    1, 2, 0,-l,-2 DESPERATE STRUGGLE - Both sides retire 12" and lose 2 figures.

    -3,4,-5 ASSULT CHECKED - Attackers lose 3 figures and Retire 20". Defenders lose 2 figures.

    -6,-7,-8 ATTACK FALTERS - Attacker loses 3 figures and Skedaddles back to cover or safety. Defender loses 2 figures.

    -9,-10,-Il CHARGE REPULSED - Attacker loses 3 figures and Quits the Field. Defender loses 1 figure.

    ADD 1 TO ROLL IF GENERAL IS WITH UNIT

Infantry

The basic infantry weapon of the Civil War infantry was the rifled musket. The U.S. model 1861 rifled musket (Springfield) was .58 caliber, weighed 8.8 lbs. and was 55.75 inches long. It cost $19 to make as compared to $250 today. It has an effective range of 500-600 yards at grouped targets and 200-300 yards at individual targets. Rate of fire was one shot per minute aimed and up to three shots per minute not aimed.

SPEED OF MOVEMENT

After taking into account the nature of ground, distance already marched, temperature, equipment carried and morale of units one would expect infantry on roads to average 2-2.5 miles per hour (20 miles per day) and in line formation approximately 1 mile per hour.

BAYONET

"Close combat was relatively rare in the Civil War, since attacks which didn't go to ground would usually persuade a defender to run away before contact was made."

"It was a great disgrace if the flag was captured by the enemy; but a correspondingly great triumph if it fell into the regiments hands."

The average Civil War soldier was a farm boy between 18 and 24 years old. He possessed little formal education; by modem standards, his military training was superficial. He was more a fighter than soldier, and tended to scoff at military discipline and other formalities of army service. He would comply with a reasonable order, but he did so because it was reasonable not because it was an order. Independence and resourcefulness was his hallmarks. He received between $13-18 per month and a $42 annual clothing allowance. For this he was expected to carry his musket, 30 lb. of equipment, 40-60 rounds of ammunition, march 20 miles per day and regularly fight pitch battles. At close musket range he felt himself in "close combat" with the enemy and at that time it became hard for officers to get him to perform maneuvers of any complexity. The common soldier usually stopped and started firing at the enemy until one or the other ran out of ammunition, energy or courage. The day of the bayonet charge was over!

Cavalry

"For the first three years of the war the cavalry was used for scouting and raiding far more than it was for battle. Very few charges were made against infantry, and always on such a small scale that they were easily defeated. By 1864 however, a more effective battlefield use was starting to be found for cavalry, especially on the Union side." Cavalry regiments were being deployed as dismounted skirmishers to probe the enemy and engage him in firefights. Repeating carbines gave them a high rate of fire which added to the shock value of a dismounted attack. The weapons carried by the cavalry of both sides were very similar and consisted of one or more of the following; rifle, carbine, shotgun, revolver, and saber.

CAVALRY CHARGES

During the cavalry charges part of the turn sequence cavalry may move up to 10" of additional movement. This is simultaneous movement. There is a limit of one cavalry charge move per unit per game.

CAVALRY RULES

    Mounted units may not fire.
    - 4" penalty for mounting or dismounting.
    May not operate inside woods
    May be deployed on edge of woods.
    Cannot cross stonewalls.
    Dismounted cavalry act as infantry.
    There is limit of one charge per game.

Cavalry armed themselves with various revolvers, with the Colt being most popular. Over 146,000 purchased by the Union alone. Colts were made in several models and many caliber's, the most popular being the .44 caliber Army and Navy.32 caliber. The Colt weighed 2.69 lbs., was 14"Iong and fired six shots.

The most numerous carbine of the Civil War was the Sharps carbine. It was a .52 caliber weapon, 371/? long and weighed 8 lbs. It was accurate up to 400 yards and could fire up to 10 rounds per minute, which was three times faster than a muzzle-loader.

Artillery

Field artillery, as the name implies, was ordnance light enough to move with the army in the field and maneuverable in battle. Artillery guns were either smoothbore or rifled, and fired shot, shell, case, grapeshot and canister. The field artilleryman's most lethal load was canister. Against troops in mass formation it was devastating. It undoubtedly caused more casualties than other artillery projectiles combined. Smoothbore ordnance was usually of bronze. Most of the rifled pieces were of wrought iron, or cast iron with wrought iron reinforcing hoops at the breach. Guns of the Civil War period had no recoil mechanisms and when fired would leap back in recoil. After each shot they would have to be realigned and re-aimed. Field guns were grouped in batteries. Six guns were considered the ideal number, although four gun batteries were common, especially in the Confederate service. At the start of the war, batteries were attached to each infantry brigade. As experience in massing fire was gained, the batteries came to be grouped in battalions (CSA) or brigades (USA) under their own commanders. This allowed the full firepower of the artillery to be coordinated effectively according to the situation.

Long range fire was the specialty of the rifled artillery with the 10 lb. Parrott most common during the early war years. Weighing 900 pounds the 10 lb. Parrott fired a 10 lb. shell up to 1800 yards with far greater accuracy than a smoothbore. They did have several disadvantages. The projectiles were relatively light which gave them low explosive power and the rifle had to be served more carefully than the smoothbores. Supporting an attack by long range fire was rarely effective in the Civil War due to the flat trajectory of the shot allowing attackers to mask the targets..

ARTILLERY RULES

No movement penalty for limbering or unlimbering. May be deployed on edge of wooded area. May not fire from bridge. May not cross stone walls. May not cross rivers except at fords or bridges. Always h-eat as line formation. Two hits remove one artillery gunner. May not go into battery within 24" of the enemy. Field Artillery may not move and fire in mine turn. Horse artillery may move and fire. Treat Battalion Commanders as Brigadier Generals. Rifled guns +I die when shooting shot and shell.

Workhorse of the Civil War Artillery was the 12 lb. smoothbore "Napoleon" model 1857. The Napoleon gunhowitzer weighed 1227 pounds, and fired a 12 lb. ball with and effective range of 1000 yards. It could be fired 2-4 times a minute.

Wooded Terrain

Wooded areas can be represented by boards of various sizes with trees mounted on the boards to give the representation of a wooded area or the boards can be heavily covered with trees to give the realistic look of woods. Two inches around the edges of the boards should be left open for the deployment of troops. In the case of battles that were fought in heavily wooded areas, the woods should be made of many tree boards set out so that there are various clearings separating distinct wooded areas. This allows players to defend and attack between the clearing.

WOODS CHART

    DIE ROLL : RESULT
    1-8 : 1 TURN
    9-10 : 2 TURN
    11-12 : 3 TURN

RULES FOR WOODS

1 Units may be deployed on the edges of woods within a two inch deployment zone. This deployment is limited to line formation. No deployment for any unit is allowed inside woods.

2 Only infantry in line formation may move through woods and this must be in a straight line with no maneuvering allowed.

3 When infantry is moved forward into a wooded area and intends to move through the woods it should first stop, facing the woods for the rest of the turn. Next turn the unit will roll to see how long it takes to get through the woods. Check chart. Units waiting to move through the woods are considered in the woods and may not be fired at or attacked.

4 In the case where movement through a woods contacts an enemy unit on the other side, the unit with initiative will gain the woods and the enemy will retire 12".

5 Units that are deployed on wood edges are considered to have secure flanks. They can only be attacked from the front or rear.

6 Units that are forced to retire or skedaddle through woods are down graded to quits the field

Miscellaneous Rules

OFF BOARD RESERVES

The rear of the game table will be divided into thirds and will be labeled right, center and left reserve. Prior to the game starting, players should list units and their location, that are in the off board reserve areas. These units may be brought forward, per the rules, any time during movement as long as thee rear section of the reserve area is controlled by their units.

HIDDEN MOVEMENT

All hidden units are placed on the game map at the beginning of the game. Movement of hidden units can be done with hidden unit markers. These are made by mounting a single figure on a cavalry size base and placing a self adhesive sticker on the bottom. Each stand will represent a brigade of infantry, cavalry or a battalion of artillery, with the name of the unit written on the bottom of the stand. Players may move their brigades with these unit markers until observed by the enemy. A number of "false" stands can be used to deceive your opponent of the true location of your forces. When discovered hidden units are deployed based on the frontage of the hidden marker with any formation compatible with the units movement speed that turn. A player may not detach or fire units when operating with hidden unit markers.

COMBINING UNITS

Units that have lost over one half of their strength may be combined during the battle. It takes one full turn for a general officer to organize and combine units. Units to be combined may not be under fire and must be at least 12" from the enemy. Combined units may not exceed standard size units listed in the rules.

VICTORY CONDITIONS

LINE OF RETREAT

For each battle there should be a line of supply and communications located at the rear of the table, usually on a road axis. This is also called the line of retreat. The location should be designated by placing the army trains which should consist of 4-5 train type vehicles such as wagons, ambulances and artillery vehicles. If this location is captured the battle is lost and the army has suffered a disastrous defeat.

UNITS IN THE REAR

Armies did not like to have enemy units operating behind their line. For each infantry or cavalry unit that exits the opponents rear, the opponent must remove double the number of troops from the board or immediate reserve area to counter these units.

VICTORY STATUS

POOR PERFORMANCE - The army has lost confidence. Expect to be relieved of your command.

MINOR LOSS - The press will not be happy!

CLOSE RUN AFFAIR - The army will lick it's wounds and try again.

MINOR VICTORY - A partial victory. Future battles will have to decide the war.

SOLID VICTORY. The army and country are behind you.

ENEMY DRIVEN FROM THE FIELD. The country will be ecstatic with victory. Look for promotion

BATTLE RESULTS

For each battle there should be specific terrain to control or capture. The high ground was vital to a Civil War army and much valued by both sides in a battle. Also built up areas were strong points on the battlefield. The battle scenario should outline these vital areas to be held or captured. Leadership was necessary for the Civil War army and the lost of generals at any level could effect the army in future campaigns. Heavy casualties, routed and captured units, without substantial results, would also take its toll on the army morale impending future operations. Based on these guidelines players should analyze the battle and assign a victory status per chart.


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© Copyright 2002 Hal Thinglum
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