Draft Copy
ACW Game Campaign Rules

By Greg Novak
novakgr@cmi.k12.il.us



Section 1: Goal:

The following game is based on Frank Chadwick's House Divided. Modifications have been made to bring it in line with the V&B Miniatures System, as well as better meet the author's personal prejudices, with the result that it is somewhat different from that published in the Battles of the American Civil War.

Section 2: Player Roles:

Players serving in this campaign game will function in the following roles: A: As the presidents of the two warring countries, and B: As Army and Corps Commanders for the battles which are generated by this game. The game works best if the two presidents are geographically separated from their commanders, and restricted to communication by E-Mail.

2.1: Presidents: The two presidents, Abraham Lincoln and Jefferson Davis, will serve as commanders in chief. They will appoint and remove army commanders as they see fit, allocate marches to them, and determine where reinforcements will be raised. They may communicate with their commanders as they wish. In addition, Jefferson Davis may attempt to take to the field and serve as commander in chief if he so wishes - however he must be physically present at the battle.

Presidents may appoint players to their "cabinet" to serve as advisors. However cabinet members should not serve as generals in the game.

2.2: Army and Corps Commanders: Players will be assigned to serve as Corps Commanders at the start of the war and given the name of an actual commander. They will not be be given the actual traits of their person, but rather left to develop them on their own. The names listed are not set in stone but may be changed. As new corps are raised, new names can be taken.

They may be promoted to serve as Army commanders at the Presidents wish, and removed in the same manner. Players who are promoted to Army commander will lose command of their corps, which must be broken up and assigned to serve as part of a different corps. If a army general is removed from command, that player will be assigned to the command of the next available corps, and given a new personality unless the President deems otherwise.

Section 3: The Strategic Map:

The Strategic Campaign Game is played on the attached map. It differs in a number of ways from the map within the Battles of the American Civil War and that used in A House Divided.

3.1: The Map: The map consists of boxes marking locations within the eastern United States, which are linked to one another by transportation lines representing rivers, railroads, and roads. Movement will be done along the transportation lines linking the different boxes.

Those boxes which have numbers in the lower comers are considered as recruiting cities, in which reinforcements can be raised for the two sides. While most cities will only allow recruiting by one side or the other, some cities will allow recruiting by either side. If the number is in the lower right hand comer, it is a recruiting center for the Confederacy. If the number is in the lower left hand comer, it is the recruiting number for the Union.

3.2: Army Size: The total number of friendly recruiting cities controlled by a side determines the total strength of that sides army in terms of units. The Union starts with 33 recruiting cities in its control, with 2 additional ones that can be captured and used. The Confederacy starts with 28 cities, with an additional 6 that can be captured and used.

Recruiting cities can be gained or lost as the game progress. A side may not have a larger army in play than they have recruiting cities to support. If that happens, a side does not remove units from play. Rather, they may not recruit any additional units until the actual army size falls below the number of recruiting cities that they control.

When computing the size of an army, corps count as I unit and field (double corps) count as 2 units, Cavalry corps from 1862 to 1863 count as 1 unit, but starting in 1864 they count as 2 units.

3:3 Capturing Boxes: Each side starts the game in possession of the set number of boxes. Northern boxes are indicated by being clear while Southern boxes are indicate by a dot pattern. Kentucky starts the game neutral, and it's boxes are considered to belong to neither side and are marked in stripes.

To capture a box from the enemy, at the end of their turn a side must have one or more units in the box after all battles are resolved for that turn. Units which move through a box in the course of the turn do not capture the box. They must end their turn in a box for it to be considered captures. Once captured, a box belongs to that side until an enemy unit ends their turn in the box, and recaptures it.

3.4: Cavalry Corps: Cavalry corps may not capture boxes by themselves if the box in question was part of the opposing country at the start of the game. They can be used to recapture boxes that were part of their country at the start of the game. Note that Kentucky is not considered part of the Union or Confederacy.)

If a Cavalry Corps ends their movement in a box in enemy territory, that box is considered captured. As soon as they leave the box and move elsewhere, it reverts to the control of the enemy. The only exception to this is if a friendly recruiting city in enemy territory is captured by a cavalry corps, and a new unit is raised in the box during a recruiting phase. Then and only then does the box not revert to the enemy if the cavalry corps vacates the box.

Section 4: Game Length and Victory:

The game can go as long as forty turns, though it is possible for it to end before that happens.

4.1: Union Victory Conditions: The Union side wins when (and if) they control every Confederate recruiting city with a value of 2. These cities are New Orleans, Mobile, Charleston, Wilmington, Richmond, Nashville and Atlanta. When the Union side captures the last of these cities, play ends and the Union side has won the war.

4.2: Confederate Victory Conditions: The Confederate side wins if either of the following two conditions are meant:

  1. At the end of the June, 1865 turn, the Confederacy still controls at least one Confederate city with a recruiting value of 2 or more,
  2. Capture enough recruiting cities (and avoid losing enough) so that the Confederate Army maximum is larger than the Union Army maximum. If the Confederate Army maximum is 28, and the Union Army maximum drops to 27, play ends and the Confederates will have won the game.

4.3: Fall of Washington: The Confederate capture of Washington may or may not have ended the war, as it's impact on Union public opinion would depend on a number of political factors. Regardless, it would have a major importance on the outcome of the war, and the safety of the capital was always something that the Union high command needed to worry about.

If the Confederates ever capture Washington, a D6 will be rolled. The result is the number of boxes that the Union will permanently lose from their army maximum. If Washington is recaptured by the Union, the Union will only regain I recruiting box as that is Washington's recruiting value. If the Confederates are able to capture Washington a second or even third time, the procedure is repeated.

Section 5: Sequence of Play:

The Strategic Campaign Game is played in a series of game turns, each representing a single month during March to October, and two months in November-December, and January-February. Each turn consists of a Union Turn, followed by a Confederate Turn. In the Union Turn, the Union is considered the active side, while the Confederates are considered as the non-active side. In the Confederate Turn, the roles are reversed. Each turn is divided into four phases, which are conducted in the following order:

1. Movement Phase
2. Battle Phase
3. Promotion Phase
4. Reorganization Phase

All actions in one phase must be finished before the next phase can begin. All battles must be fought by the Union player before the promotion phase commences, and all promotions must be made before the start of the reorganization phase.

In addition, at the end of the March, June, September, and November-December turns, a special Recruiting Phase is added after both sides have carried out their turns. This phase consists of a Union Recruiting Phase, and a Confederate Recruiting Phase. Note that this phase only happens four times a year, and occurs after both sides have completed their turns.

Section 6: Maneuver Units:

The basic unit of the game will be the corps. At the start of the game a standard corps for both sides with some variations will be used for the starting formations. Newly recruited formations will also be of a standard type, depending upon the year in which they are raised. During the course of a game, players may within limitations, reorganize their commands as they see fit.

6.1: Types of Units: There are three types of corps that can be raised within the game:

6.11: Corps: A corps can have a maximum of 12 units attached, with said units being infantry and cavalry brigades, and artillery battalions. These units may be assigned to divisions within the corps, or attached directly to the corps. When calculating the overall army strength, Corps count as one unit.

6.12: Field Corps: A field or "double" corps can have a maximum of 24 units attached, with said units being infantry and cavalry brigades, and artillery battalions. These units may be assigned to divisions within the corps, or attached directly to the corps. When calculating the overall army strength, Field Corps count as two units.

6.13: Cavalry Corps: Cavalry corps may not be used by the Confederacy until January of 1862, and by the Union until January of 1863. This includes cavalry corps raised as such, and those built by combining cavalry brigades. Cavalry divisions may be raised as such prior to the use of cavalry corps, but are assigned to the control of a non cavalry corps.

A cavalry corps can have a maximum of 12 units attached, with said units being cavalry brigades and horse artillery battalions. These units may be assigned to divisions within the corps, or attached directly to the corps. A field or double Cavalry corps may not be built. When calculating the overall army strength, a Cavalry Corps counts as a single unit from 1862 to 1863, and as a double unit from 1864 to 1865.

6.2 Special Notations: 6.21: Commanders: The are a finite number of corps and divisional level commanders in this game. Their numbers will determine the size and organization of the different corps. Each corps starts the game with one corps commander and two divisional generals. Army commanders exist by appointing corps commanders to that position, and then dividing the elements of the corps among other formations.

A corps operating by itself treats it's corps commander as an army commander.

6.22: Artillery Battalions: The number of artillery battalions assigned as corps artillery must be less than the number of battalions assigned to service as divisional artillery. Only one battalion of artillery may be assigned to a division within a corps.

6.23: Garrison Units: Players may detach divisions to serve as garrisons of different boxes during the course of a game as their parent formation moves through, or exits that box. (A division is defined as being a divisional commander and at least two combat formations.) Divisions may not move on their own, but may only move if with their corps or army commander.

Divisions count as being part of their corps for purposes of determining corps size, and for overall army size.

6.24: Cavalry Divisions: Players may detach cavalry divisions to serve to screen the movement of their parent formations. A cavalry division can operate within one link of the controlling formation, and is assumed to be part of that formation for the purposes of using marches. These screening divisions must always remain within one link of the parent formation, and may not otherwise move independently The detached cavalry divisions count as being part of their corps for purposes of determining corps size, and for overall army size.

Section 7: Strategic Movement:

Each side may move their corps/armies during the movement phase of their turn. The overall number of marches possible will be diced for, with the minimum possible number being 2, and the maximum number being 6. This number will be communicated to the President of the country, who will assign the marches to his commanders as the President see's fit.

Both sides will start off with two marches for the July 1861 turn. After that month, the number of marches used by a side needs to be done in such a way that the die roll does not dominate the game. One suggestion is to have the Union roll a D6 for the number of marches, with the roll of a "1" counted as a "2". The result is the number of marches that the north will do that turn.

Then during the Confederate turn, a die is rolled to modify this number, with a roll of a 1 or 2 indicating that the number is reduced by one, a 3 or 4 indicates the number is the same, and the roll of a 5 or 6 indicates that the number of marches is increased by one. (The number of marches can not be modified to less than 2, or more than 6.)

Each march allows any or all of the corps at a given box to move other boxes which are connected to the starting box by roads, rivers or railroads. Corps may move to different cities as part of the same march, provided they all start the march from the same city.

The distance that a corps moves in a march will depend on the transportation line on which it is moving:

. Corps Cavalry Corps
Road 1 2
Railroad* 3/4 2/3
River 2 2
* Railroads: To use railroad movement, all boxes moved through must be controlled by the moving player. Any rail fine which runs between boxes controlled by opposite sides is treated as a road, and rail movement is not permitted. At the start of the game, Kentucky does not belong to either side, so that rail movement is not allowed in Kentucky until the boxes connecting the trailroads in question have been captured by the side wishing to use the rail lines.

Union corps (not Cavalry) which move by rail may move a total of four boxes per march on a railroad. Confederate corps (not Cavalry) moving by railroad may move a total of three boxes per march. Cavalry corps may move by rail, but they move one less box then does infantry

In any given turn, the maximum number of marches that can be used by a given units is two. If a corps moves into an enemy occupied box, movement ceases and a battle is fought unless the moving unit uses a "jump" much to avoid combat. (See below) If a battle results from movement into a box, any remaining movement left to the unit is lost.

Special Movement Cases:

7.1: Cavalry Corps Jump March: A Cavalry Corps may move through a box occupied by the enemy under the following restrictions: 1. The movement may not be by river or rail.
2. There can not be an enemy cavalry corps in the box that is being moved through.
3. It can not end this march at a box containing enemy troops after moving through another occupied box. If it uses another march, it may continue it's movement and enter into battle elsewhere, but not while using a "jump" march.

7.2: Running The Guns: After the March 1862 turn, the Union side has the ability to use a "Jump" march on waterways by "Running the Guns". This move may only be made in a down stream direction, and may not be done by a Cavalry Corps. Union corps may not make a "Running the Guns" jump move if any part of the march used is upstream.

7.3: Potomac River Restrictions: Due to the presence of the Union Navy, Confederate units may not move along the Potomac between Fredericksburg and Washington. Union units may however use the Potomac to move between Washington and Fredericksburg.

7.4: Union Naval Movement: The Union may, due to its naval superiority, may move units from friendly port to friendly port. (Ports are marked with anchors.) Each unit so moved costs one march. Therefore if three units move from one port to another port, it still counts as three separate marches. Corps which use naval movement may not make a second march as part of their turn.

7.5: Naval Invasions: On any turn that the Union rolls a "6" for movement, the Union may launch an invasion of any Confederate port. The Union units used must start the game in a port held by the Union at the start of the game. (Fortress Monroe is considered as a Union port.)

This move still costs 1 march per unit used, and if more than one unit is used, it must land at the same Confederate port. Any units which make a Naval Invasion move may not make a second march as part of their turn. The Union player is not required to make a naval invasion when a "6" is rolled, but the ability is lost, and may not be saved for later use. If the invasion results in the Union units being landed at a box where Confederate troops are located, a battle will be fought.

7.6: Entrenchments:

With the exception of the entrenchments at Washington, Richmond, and the Mississippi River fortress, non battlefield entrenchments are built as part of strategic movement. A unit may elect to use a march to entrench, with it costing one march to entrench in a recruiting city, and two marches to entrench elsewhere. The marches used to entrench may also be used to move units which start the turn at that box.

The amount of entrenchments built in inches is equal to the number of units in the corps times 3. A corps with I I units could built 33" of entrenchments during its turn. Entrenchments built last as long as a garrison remains there to keep the defenses up. If all units move out of the entrenchments, they are lost and must be rebuilt.

Section 8: Battles:

When units during their move enter a box containing enemy units, a battle may have to be fought.

As long as the moving player has a cavalry superiority of 2 to 1 or more in terms of adjusted cavalry strength, a battle MUST be fought in that box. (Adjusted cavalry strength is done by multiplying morale times strength points to better weigh the experience of the cavalry. A 2-5 cavalry brigade would have an adjusted cavalry strength of 10, while a 3-4 cavalry brigade would have an adjusted strength of 12.) Units are set up in the manner mentioned below, and the defender if he wishes to withdraw must do so on the tabletop.

If the cavalry superiority of 2:1 is lacking by the attacker, the defender has the right to withdraw his force from the box in question to any other adjacent box which is is currently controlled by him, and which was not used by the enemy this turn. All of the defenders units must withdraw together, and move to the same box. No battle needs to be fought on the tabletop, but this does count as a victory for purposes of recruiting during the next recruiting phase for the moving player. It does NOT count as a victory for the purposes of promoting troops.

The defender never has to withdraw unless he wishes to, as it is an option that is up to that army's commander. The President may indicate to the army commander his preferences, but the final decision is up to the army commander.

8.1: Battlefield: It is the duty of the referee to generate the battlefield map. The referee will have a master file showing a 12' by 12' area for each box on the strategic map, based on, but not the precisely the same as that shown in the Official Atlas of the War of the Rebellion. Based on the size of the table available - usually 5' by 10'- the defender will indicate the area that he will defend. After the defender indicates the area to be defended, the attacking player indicates the axis of orientation of the map. See the enclosed samples for an example of a map. The referee will then determine the board edge that the attacker will enter on, based on the orientation of the map, and the transportation routes that the attacker is using to march to the box in which the battle is fought.

8.2: Setup For Battle: The defender sets up first on the table as he wishes, with no units within 1' (one foot) of any board edge. If the defender has the edge in adjusted cavalry strength, the attacking force starts with one division deployed on the board within 3" of the edge of the board, and within 9" either side of the entry point used, with all remaining units assumed to be in road column behind that unit. If the attacker has the edge in cavalry, then one corps is permitted to start deployed on the board within 6" of the edge of the board, and within 18" either side of the entry point used, with the rest of the force in mad column behind that unit.( If the adjusted cavalry strengths are equal, the edge goes to the attacker.).

If more than one transportation line is used to bring troops to the battlefield, than a separate deployment area is set up for each such force. Note it might be possible for the attacker to enter on more than one board edge.

8.3 Starting Time: The attacker rolls a D6, and adds it to sunrise to determine the starting time for the engagement. If the attacker is entering by more than one transportation line, then a separate die roll is made for each group of units which are entering the board by a different route. The battle continues until one side decides to withdraw. If sunset occurs before this happens, the battle may continue to be fought over a multi day period. Sunrise and sunset is determined by the following table:

Month Sunrise Sunset
January - February 7 AM 5 PM
March 6 AM 6 PM
April 6 AM 7 PM
May 5 AM 7 PM
June 5 AM 8 PM
July 5 AM 8 PM
August 5 AM 7 PM
September 6 AM 7 PM
October 6 AM 6 PM
November - December 7 AM 5 PM

Each side may bring additional Units as reinforcements as the battle is fought. The reinforcements must be located in adjacent box which has a transportation route linking it to the box in which the battle is fought. The reinforcements may not have already fought a battle this turn. The attacking player may NOT reinforce a battle from a box which has enemy units in it. The defending player may reinforce from a box that has enemy units in it, providing that the number of corps left in the box are equal to the number of corps that the enemy has moved into the box this turn.

Starting at the 1 PM turn, a reinforcing unit may enter the board in road column at an entry point. For any additional unit to enter the board on that road which is starting in the same box, any prior units which had arrived as reinforcements must have already cleared the road. (Warning bringing in more than one reinforcing corps per day per road will be very hard - just like at Cashtown.)

If the battle become a multi day affair, one additional corps can be brought in as reinforcements during the night turn. Remaining corps will enter on the following day, with the first unit dicing for time of arrival, and the second unit arriving at 1 PM.

If the route used by the reinforcements is a friendly rail line, one division of the corps using that route may move by rail. Starting at the 9 AM turn, and every hour thereafter, one stand of that division arrives by rail. The division commander arrives with the first unit.

8.5: Multi-day Battles: If an engagement becomes a multi day battle, ie. players wish to continue fighting the battle on the following day, the following procedure is used during the night turn that exists prior to the start of battle on the next day.:

8.51: Recovery: Both sides recover 50% of all of the losses (rounding up) from that day's fighting. Losses from previous days have already been recovered, and are not counted again when determining losses for that day. In addition, the state of the division at the end of the day determines what it can do during the evening turn.

8.52: Non-Exhausted Divisions: Divisions that ended the day without being exhausted starts the new day fresh. Any recovered losses are removed from divisions exhaustion record. All disorder markers, both red and yellow, are removed from stands of the division. The division can entrench is permitted by the rules, and may make up to two (2) night moves. 8.53: Exhausted But Not Broken Division: A Division which was exhausted, but not broken, starts the new day fresh. Any recovered losses are removed from divisions exhaustion record. All yellow disorder markers are removed from stands of the division, while all red disorder markers are converted to yellow markers. The division can not entrench during the night, and may make up to one (1) night move.

8.54: Exhausted And Broken Division: A Division which was exhausted and broken starts the new day exhausted, but not broken. Any recovered losses are not removed from divisions exhaustion record, so that if additional losses are require the division to start rolling for collapse. All yellow disorder markers are removed from stands of the division, while all red disorder markers are converted to yellow markers. The division can not entrench during the night, and may make up to one (1) night move.

8.55: Night Movement: All units which move at night are subject to the following rule. They may not move closer to an enemy unit unless the move also takes the unit closer to a friendly unit. In other words, a unit may close up on the front lines from the rear, but may not move beyond its own front lines at night.

8.56: Withdrawal From a Battle: Once an engagement has started on the tabletop, the following rules apply to any attempt to withdraw from battle.

8.57: Daylight Withdrawals: To withdraw during the daylight portion of the battle, a decision to withdraw must be made by the army commander. Each corps that is attempting to withdraw is indicated, and operates according to the following:

All divisions in the indicated corps have their exhaustion numbers reduced by one, and have a -1 modifier on all morale checks made until they exit the board. The corps will attempt to move towards it's indicated exit point, and will continue to do so until all units are lost or have exited the board.

Note that an army commander may withdraw this units all at once, or leave some units behind to serve as a rear guard to cover the retreat of the withdrawing units.

8.58 Nightfall: If the game lasts till nightfall, the referee will ask both sides to write down if they are staying or withdrawing. If either side writes down that they are withdrawing, all stands which are able to exit off the board are removed from play, and are moved from the box in question to any other adjacent box which is is currently controlled by him, and which was not used by the enemy this turn. All of the defenders units must withdraw together, and move to the same box.

Units that are unable to withdraw at night due to the fact that they are prevented from reaching an exit point by enemy troops must remain on the table, and will be there when the battle starts up again on the following day.

If both sides elect to withdraw during the night, the side with the cavalry superiority is notified of that fact, and may decide to remain. Otherwise both sides withdraw, and the battle is treated as a draw, with neither side getting credit for a victory.

8.6. Victory: If any portion of a battle has been fought on the tabletop, after it is over it counts as a victory for purposes of recruiting during the next recruiting phase for the winning player and as well as a victory for the purposes of promoting troops.

Section 9: Recovery and Promotions:

After all battles are fought, the recovery and promotion phase commences: 9:1 Recovery: Both sides recover 50% of all of the losses (rounding up) from that day's fighting. Losses from previous days have already been recovered and are not counted again when determining losses for that day.

9.2: Promotion: Promotion effects the status of a stand. Stands are classified as Green, Veteran, Crack, and in very rare cases, Elite. The status of a stand effects its morale, the percentage of losses used to determine losses, and in rare cases, it's status as "shock" troops. The listing of a unit as PDR, "Poorly Drilled Regulars". is not effected by promotion, but by recruiting as mentioned in section 10.

9.21: Green Stands: Green stands, which include newly raised troops, have an infantry and cavalry morale of 4, and an artillery morale of 5. Green units use 40% as their exhaustion number. Green stands can be promoted to Veteran status.

9.22: Veteran Stands: Green stands, which are either stands which have seen action or well trained, have an infantry and cavalry morale of 5, and an artillery morale of 6. Veteran units use 50% as their exhaustion number. Veteran stands can be promoted to Crack status.

9.23: Crack Stands: Crack stands can only be promoted due to combat experience. They have an infantry and cavalry morale of 6, and an artillery morale of 7. Crack units use 60% as their exhaustion number. Crack stands can under special circumstances be promoted to elite status.

9.24: Elite Stands: Flite stands can only be promoted due to combat experience, and then on a stand by stand basis. They have an infantry and cavalry morale of 7, and an artillery morale of 8. Bite units use the exhaustion number of the majority stands of their parent division.

9.25: Mixed Formations: From time to time divisions will exist that are made up of a mixture of stands with different status. In these cases, the exhaustion number of the largest group within the division in terms of SP's will be used. Thus, pairing a 7-4 infantry stand with a pair of crack 3 infantry stands in a division will cause that division to use 40% for its exhaustion number.

9.3: How Promotion Occurs: Stands may be promoted under any of the following circumstances, with the proviso that any given stand may only be promoted once per play game turn.

9.31: Promotion by Training: During the recovery and promotion phase, two divisions within that sides army can be promoted from green to veteran, even though they may not have been in combat during that turn. These divisions have the morale of the stands within the division adjusted upward by 1, and their exhaustion number becomes 50%. Promotion by training can only be used to raise stands from green to veteran - it may not be used to raise stands from veteran to crack.

9.32: Combat Promotion: During the recovery and promotion phase, for each battle gained outon the tabletop that turn, the following is done. The winning side gets to pick three divisions and the losing side gets to pick one division for battlefield promotion. These divisions may be promoted one level in status if the following conditions are meet:

To promote from Green to Veteran the division must have been engaged in action. To be considered engaged in action the division must have either caused casualties, or taken casualties during the course of the battle.

To promote from Veteran to Crack, the requirements are a bit different. If all of the sides divisions present are rated as Veterans already, including any promotions just given out, then veteran divisions can be raised to Crack status if they were engaged in combat. If on the other hand not all of the sides divisions present are already veteran, then the following criteria must be meet: The newly promoted division must have been engaged in action, and gone into exhaustion without suffering a morale collapse. If this condition has not been meet, then the veteran division can not be promoted to crack.

Crack divisions are only allowed to have a single infantry/cavalry stand with the morale of 6. The remaining stands in that division remain with a morale or 5. However the exhaustion rate for the division is not set at 60% in stead of the veteran level of 5.

Corps troops are promoted to the next level when the majority of the stands in their unit reach that level. (A majority is defined as more than half the stands in the unit.)

9.33: Battlefield Promotion and Demotion: From time to time stands will perform above and beyond what can be expected of them or conversely fail to carry the day when all is in their favor, The referee reserves the right to make such promotions and demotions as the events on the battlefield play out. The ability to confer shock status on stands can also be earned on the battlefield.

Section 10: Reorganization:

After all promotions are taken, the active player may reorganize his forces by shifting stands and divisions between formations. Troops can be switched as long as the units are in the same strategic box on the map. The restrictions on the size of formations as listed in Section 6, Maneuver Units, must be maintained. Army commanders should be appointed and removed at this time.

Players may also consolidate stands whose size drops below 3 points in the case of infantry units, and 2 points in the case of artillery or cavalry units. These stands may be consolidated with other stands within the box, provided that the new formations do not exceed 6 SP's in the case of infantry formations, and 3 SP's in the case of cavalry and artillery formations. If consolidated with a formation with a different status rating, the rating of the majority of the unit is used.

Section 11: Recruiting:

At the end of March, June, September, and November/December turns, after BOTH sides have carried out all portions of their turns, a Recruiting Phase is held. The Recruiting Phase exists to raise additional formations, upgrade unit levels, and reequip artillery units.

11.1: Recruiting New Units. Each side has a Army Maximum which gives the number of units that side can place in the field. If this number of units in play is under the Army Maximum, additional formations can be raised. However the number of new formations can not raise the total number of units over the Army Maximum number. If the number of units in play was 22, and the Army Maximum number was 26, then the largest number of reinforcements that could be raised this turn would be four (4). Remember that field corps count as two units for the purpose of determining army maximums.

In addition, there is an adjusted Recruiting Number which serves to cap the maximum number of formations which can be raised this turn. Each side starts with a Base Recruiting Number. The Confederacy has a standard Base of 2, while the Union starts with a Base Number of 3. Starting in June of 1862, and every June thereafter, the Union base is increased by 1. In June of 1862 it becomes a 4, June of 1863 a 5, and June of 1864 a 6.

To this is added the number of battles won by that side in the last three months to produce the adjusted recruiting number. This adjusted recruiting number is the number of units that can be raised during this tam by that side. If the Confederacy had won two battles in the last two months, they would add two to their Recruiting Base Number of 2 for a total of four. The number of new units that would be recruited this turn would be four.

Neither side may recruit more than 6 corps in a turn. If the adjusted number is greater than six, the surplus is lost. The newly raised formations use the organizations found in Appendix A and B. (Note that these organizations change as the war lasts.) They may be placed in any recruiting city held by the side raising them, with a maximum of one unit per location.

11.2: Upgrading Units: During the recruiting phase, those units which were raised six months earlier lose their PDR (Poorly Drilled Regulars) rating. Note that this is regardless of what the units status currently is in terms of green, veteran, crack etc. The units existing at the start of the game will loss their PDR status during the November - December turn. Those units raised in September lose their PDR status in March, etc. The basic rule is that it will take six months before newly raised troops lose their PDR status.

11.3: Artillery Upgrade: Starting in March of 1862, the Union can upgrade one artillery battalion per corps each recruiting phase. The upgrade can be from any battalion to either SB-H or to a R-F. Starting in June of 1862, the Confederacy can upgrade one artillery battalions per corps each recruiting phase. The upgrade can also be from any battalion to either SB-H or to a R-F.

Section 12: Scouting and Limited Intelligence:

The referee will record the location of all units for both sides, and provide intelligence reports for the President and Army commander at the start of their turn. After the side is given their intelligence reports, the operations for the turn will be written down and executed.

12.1: Types of Reports: There are three types of intelligence reports that can be issued, depending on the sources of information that a side has available to it. They are: Fragmentary, Complete, and Detailed.

12.11: Fragmentary Reports: These will tell whether or not there are enemy troops present in the location. Details on their strength, commander and type will NOT be included.

12.12: Complete Report: A Complete Report includes the number and type of corps and divisions present, the commander of the overall force, and whether the units have just arrived there, or have been already there for at least one turn.

12.13: Detailed Report: A detailed report includes the names of the army commander as well as those of the corps commanders, the total number of brigades and battalions present, whether entrenchments have been built, and where the units which arrived in the last turn came from.

12.2: Sources of Scouting: The following five sources provide intelligence reports. In the event that more than more report can be given on a box, the best detailed report will be issued. The five sources are:

12.21: Infantry Corps, No Cavalry: This unit gets a Complete Reports on all adjacent boxes unless the box has an enemy cavalry brigade located in it. In that case a Fragmentary Report is issued in its place.

12.22: Infantry Corps with Cavalry Attached: This unit gets a Complete Reports on all adjacent boxes unless the box has an enemy cavalry corps located in it. In that case a Fragmentary Report is issued in its place. In addition, a Fragmentary report is issued for all enemy boxes two spaces away, unless the box in between has an enemy unit in it. In that case no report is received.

12.23: Cavalry Corps: This unit gets a Detailed Reports on all adjacent boxes unless the box has an enemy cavalry corps located in it. In that case a Complete Report is issued in its place. In addition, a Complete report is issued for all enemy boxes two spaces away, unless the box in between has an enemy unit in it. In that case a Fragmentary report is received in its place. If the box in between has an enemy cavalry corps in it, no report is received.

12.24: Civilian Sympathizers: A side always gets a Fragmentary Report in any box with civilian sympathizers. All boxes which were friendly to the player at the start of the game, all boxes in Kentucky, and all boxes which are potential recruiting cities contain civilian sympathizers. The Union will always get reports from any box in the Union at the start of the game, as well as from all boxes in Kentucky and Knoxville. The Confederacy will get reports from any box they hold at the start of the game, as well as Kentucky, Cairo, Evansville, Cincinnati, Chillicothe, and Baltimore.

12.25: Naval Blockade: The Union gets a Fragmentary Report on any seaport currently under blockade. The Union starts the game with Charleston under blockade, and may add one seaport per every other turn to the blockade list. (Ports are added to the blockade list in August, October, November-December, January -February, April, and June.)

Starting in January of 1862 the Union also gets a Complete Report on one seaport per turn. The port must already be under blockade, and this report is in place of the Fragmentary Report normally received on that port.

Section 13: Supply:

Units must be in supply to avoid attrition. Supply can be provided either by tracing a supply line back to a supply source or by foraging. Supply is determined at the start of a sides turn, before any movement is done. If units are out of supply there is no immediate effect, but supply must be checked at the end of the sides movement phase. If the units are still out of supply, they must check for attrition. Each corps out of supply suffers attrition separately.

13.1: Supply Sources: A supply source is any friendly recruiting city or unblockaded port connected by rail or river, or a combination of the two to another friendly recruiting city or unblockaded port. The connection can be of any length, but may not pass through a box controlled by the enemy. (Since the Confederacy can not blockade the Union, all Union controlled ports count as connected for purposes of supply.)

13.2: Supply Lines: A supply line is traced from a unit back to a supply source. The supply line may be of any length by friendly rail or water, but may not be more than one link by road. Supply lines may not pass through an enemy held box.

13.3: Foraging: Units needing supply can forage in recruiting cities at the end of their movement phase. The recruiting value of a city is the number of corps that can subsist by foraging there. (Remember that field corps count as two for purposes of foraging.) Units may not attempt to forage in the November - December, or January - February turns. Units which are able to forage do not have to roll for attrition.

Units which are unable to forage have to roll for attrition.

13.4: Attrition: Attrition consists of rolling one or more D6 and adding the total of the dice to determine how many strength points the unit will lose this turn. The number of dice rolled will be determined by the month in which the die roll is made, as shown below:
Month Dice
November-February 3
March-June 2
July-October 1

The lost points can be taken from any stands of the corps. This loss is taken before any battles are resolved and (unlike battle casualties) are not subject to the 50% recovery at the end of the first battle day. However the exhaustion levels of the divisions in these corps are not recalculated before the battle starts, so that all casualties will count toward the divisions exhaustion.

Section 14: Fortifications:

The nature of the ACW is such that special rules need to be used for the fortifications at Fortress Monroe, Washington, Richmond, and Vicksburg:

14.1: Fortress Monroe: At the start of the game, Fortress Monroe has 24" of fort (not fortifications), and is manned by 2 SG-SB 2-5 artillery battalions. Additional works can only be added at Fortress Monroe by means of entrenchments.

14.2: Washington: Fortifications and heavy guns are placed at Washington according to the following schedule. They show up at the start of the turn before any movement is done by either side. (Field works can be converted to forts at the cost of additional 1" per 1" converted.) These works can be part of a continuous belt, separate works, or a combination of both.

August 1861 - 24" of field works
September 1861 - 24" of field works and 1 battalion of 2-5 SG-SB
October, 1861 - 24" of field works and 1 battalion of 2-5 SG-SB
November-December 1861 - 24" of field works and 1 battalion of 2-5 SG-R

Staring in January - February of 1862, 6" additional of field works at placed at Washington each month. In addition, at the start of this and each following year, two additional battalions of siege guns (a 2-5 SG-SB and a 2-5 SG-R) are placed in the Washington works.

14.3: Richmond: Fortifications and heavy guns are placed at Richmond according to the following schedule. They show up at the start of the turn before any movement is done by either side. (Field works can be converted to forts at the cost of additional 1" per 1" onverted.) These works can be part of a continuous belt, separate works, or a combination of both.

August 1861 - 24" of field works
September 1861 - 24" of field works and 1 battalion of 2-5 SG-SB
October, 1861 - 24" of field works and 1 battalion of 2-5 SG-SB
November-December 1861 - 24" of field works and 1 battalion of 2-5 SG-R

Staring in January - February of 1862, 3" additional of field works are placed at Richmond each turn. In addition, at the start of this and each following year, one additional battalion of siege guns (a 2-5 SG-R) is placed in the Richmond works.

14.4: Vicksburg/Western Fortress: The Confederacy can build a fortress in the west on the Mississippi River by designating the location during the July, 1861 turn. (It need not be Vicksburg.) The location must be controlled by the Confederacy at the time it is designated.

Fortifications and heavy guns are placed there according to the following schedule. They show up at the start of the turn before any movement is done by either side. (Field works can be converted to forts at the cost of additional I" per I" converted.) These works can be part of a continuous belt, separate works, or a combination of both.

August 1861 - 12" of works
September 1861 - 12" of works, 1 battalion of 2-5 SG-R
October, 1861 - 12" of works
November-December 1861 - 12" of works and 1 battalion of 2-5 SG-SB

Staring in January - February of 1862, 3" additional of field works are placed at the western fortress each turn. In addition, at the start of this and each following year, one additional battalion of siege guns (a 2-5 SG-R) is placed in the western fortress.

14.5: Siege Train: At the start of the January February turn of 1862, both side get a siege train in their capital. The siege train has a 2-5 SG-R, and a 2-5 SG-SB. These units must be attached to a corps in order to move, and that corps may only move by rail, river, or naval movement. The corps may not move by road if siege guns are attached.

Siege guns can be removed from the fortified cities and attached to corps, but the above limitations on movement apply to them as well.

14.6: Battlefield Works: Units may not build field works on a battlefield until after January of 1863. It takes four turns for a infantry stand to build 31' of hasty works, Hasty works give a save from small arms fire, and a +1 to morale. They can be converted in four turns to field works, which gives a save to all fire, and a +1 for both morale and melee.

Section 15: Special Rules:

The following special rules come into play at different times during the game.

15.1: Kentucky Neutrality: At the start of the war, Kentucky declared it's neutrality and refused to take sides in the conflict. The result was that neither side was willing to be the first to enter into Kentucky and to violate her neutrality, and push her into the other camp.

This fact is reflected in the following: Which ever side first sends troops into Kentucky, automatically gives to the other side a battlefield victory for the purpose of computing recruitment during the nest recruiting phase. This is in addition to any battlefield victories that might be won during this period.

15.2 Cavalry Stands: From the start of the war to the end of 1862, all cavalry stands when dismounted serve as skirmishers, with 1 skirmisher per SP that the unit has. Starting in January of 1863 in the West, Confederate cavalry brigades have the option to dismount as regimental stands. In January of 1864, this option is extended to all other cavalry stands in the game.

15.3 Home Guard: One new feature of the Civil War was the growth in the number of quasi military men needed to support the troops in the field. At both Richmond and Washington military industrial complexes grew as the war progressed. Though not able to take to the field, the manpower of these complexes could be called out in the event of an emergency. The following rules take this into effect:

15.31 Washington and Richmond: Starting in 1862, Washington and Richmond get 1 divisional commander and a 6-4 militia stand of infantry placed in the Home Guard Pool. This force is increased by one stand at the start of the subsequent year. These stands may not leave Washington / Richmond, and are only called up if enemy troops enter the Washington / Richmond box. They may not be reassigned to any other unit, or serve under any other commander other than the senior officer present. If either city is captured, the ability to raise the Home Guard is lost and all stands are removed from play. It is not re-raised when the city is recaptured.

15.32: Home Guard Cities: After the start of the January - February 1863, all other Southern cities with a Recruiting Value of 2 or more may also call out their Home Guard when Union troops enter their boxes. They may not leave their box under any circumstances. The Home Guard for these cities is a divisional commander and two 5-4 militia stands. They may not be reassigned to any other unit, or serve under any other commander other than the senior officer present. If the city is captured, the ability to raise the Home Guard is lost and all stands are removed from play.

Starting with the January - February 1864, all Southern cities with a Recruiting Value of 2 which have been captured by the Union before January - February 1863 are allowed a Union Home Guard. The Home Guard is called out when Confederate troops enter their boxes. They may not leave their box under any circumstances. The Home Guard for these cities is a divisional commander and two 5-4 militia stands. They may not be reassigned to any other unit, or serve under any other commander other than the senior officer present. If the city is recaptured, the ability to raise the Home Guard is lost and all stands are removed from play.

15.4 Valley Pike: One of the few all weather roads in the South was the Valley Turnpike, which ran from Harpers Ferry to Staunton down the Shenandoah Valley. For purposes of supply only, this road is treated as a railroad for both sides. It is not treated as a railroad for purposes of moving troops.

Designers Notes

Many years ago, when Fire and Fury first appeared, I tried to do an American Civil War campaign game based on GDW's A House Divided. It came to naught, though the reason that I am unable to ever roll better than a 1 for movement in F&F game was not part of the problem. The single greatest problem I would was trying to set up a command structure that would let a person serve as "commander in chief' for their country, without resulting in a "rule by committee" by his generals. The seeds were planted, but they failed to grow.

More recently, when I hoped Frank Chadwick do "Battles of American Civil War" for Volley and Bayonet, Frank included a version of that game for play with V&B. Since the playing pieces in the games were corps, and V&B is geared as a corps/army level game, Frank thought the the system would work well. It, did, though some limitations on army size which had been in A House Divided were left out, and the game all too often turned into a massive Yankee conquest of the Rebels by mid 1862.

Anyway, while looking at the game system and fixing the problems, I was struck by a solution to the command problems of any such game. Currently, I get from 10 to 50 E-Mail messages a day at my desk. They come from family, coworkers, and gainers, from within the school district and around the world, and cover a range of topics. It's quick to read and respond to, and one can set up one's system to send multiple copies of a message. In short, it was the answer to the command problem as it simulates that technological wonder of the Civil War, the Morse Electric Telegraph.

Currently, the Presidents in my campaign are located hundred's of miles from the players. Mr. Lincoln is not known to any of the players, while Mr. Davis is played by Frank Chadwick, who has gone off to live in North Carolina. I thought he made an excellent Jeff Davis as he, as in the case of the real Mr. Davis, knows most of the Confederate commanders. Mr. Lincoln, on the other hand has no real knowledge of his commanders other then what he gleams over the telegraph. Both Presidents have started surrounding themselves with a number of advisors, who are separate from the commanders in the field. Mr. Lincoln's Winfield Scott resides in England, while the Confederate Secretary of War resides in New Jersey.

The Presidents control the number of marches that their side gets for a turn, and allocates them to the generals as they see fit. The generals then use the marches to move their commands, which may or may not involve battles. The generals does not have to follow the orders from the President as to how they use their marches, but the President has the right to remove them from command. The debates between the Presidents and their generals are done by E-Mail, which results in some very interesting reading as the different commanders plead their cases. There are never as many marches as the commanders want, and so some presidential leadership is called for, which does not always make the army commanders happy. Orders are also sent by E-Mail, as are the results of any battle fought. A commander can always make for a better case than actual the results, since the President was not there at the site of the battle.

Another major change in the rules was to better emphasize the role of cavalry in the Civil War. On the battlefield, against an unshaken enemy with rifle muskets, it is of little use as players had noted in the early campaign games. However the true role of American Civil War cavalry is reconnaissance and screening, which in game terms translates into giving the side with cavalry superiority the edge in setting up for a battle. The Confederacy starts the game with on advantage in cavalry, which gives them in turn a tactical edge early on. As the game proceeds, however, the Confederate edge in cavalry slowly erodes, as the Union slowly builds up its mounted arm and it becomes more expensive to keep mounted troops in the field.

There are a number of little "teaks: which can be made to the system by the referee as the game goes on. Readers looking over the troop lists at the start will note the existence of a small Regular Army force at the command of the Union, though not where it is needed at the start of the game. On the other the Confederacy starts with two good units in the Army of the Valley which represent the commands of one Thomas Jackson and J. E. B. Stuart. Berdan's Sharpshooters have yetto be raised, and a brigade from Texas has yet to appear. Other units will earn a reputation for glory and dishonor as the war continues, and the referee will need to note those commands so that adjustments can be made in those units rating.

Comments and questions can be addressed to me at

Greg Novak
901 B Ramblewood
Savoy, IL 61874
217-359-8194
novakgr@cmi.kl2.il.us

Appendix I

Union Setup and Structure: At the start of the game, the Union troops are deployed as follows:

Washington: I Corps (McDowell), II Corps (Banks), III Corps (Hunter)
Harpers; Ferry: IV Corps (Patterson)
Pittsburgh: V Corps (Heintzelman)
Columbus: VI Corps (McClellan)
Cincinnati: VII Corps (Anderson)
Fort Wayne: VIII Corps (Buell), IX Corps (Halleck)
Chicago: X Corps (Grant), XI Corps (Pope)
St. Louis: XII Corps (Lyons)

Until the January-February 1862 turn, newly recruited Union Corps will have the following:

Note that Vth Corps - Pittsburgh and XIIth Corps St. Louis are different. Corps Commander

  • Corps Artillery 2-5 R-F
  • 1st Division
    • Divisional Commander
    • 1st Infantry Brigade 74 PDR
    • 2nd Infantry Brigade 74 PDR
    • 3rd Infantry Brigade 74 PDR
    • Divisional Artillery 2-5 SB-H PDR
  • 2nd Division
    • Divisional Commander
    • 1st Infantry Brigade 74 PDR
    • 2nd Infantry Brigade 74 PDR
    • 3rd Infantry Brigade 74 PDR
    • Divisional Artillery 2-5 SB-F PDR

except - Vth Corps - Pittsburgh
Corps Commander

  • Corps Artillery 2-5 R-F
  • Corps Cavalry 2-5
  • 1st Division
    • Divisional Commander
    • 1st Regular Infantry Brigade 4-5
    • 2nd Regular Infantry Brigade 4-5
    • 3rd Infantry Brigade 7-4 PDR
    • Divisional Artillery 2-5 SB-H
  • 2nd Division
    • Divisional Commander
    • 1st Infantry Brigade 74 PDR
    • 2nd Infantry Brigade 74 PDR
    • 3rd Infantry Brigade 74 PDR
    • Divisional Artillery 2-5 SB-F PDR.
except - XIIth Corps - Saint Louis
Corps Commander
  • Corps Cavalry 2-5
  • 1st Division
    • Divisional Commander
    • 1st Regular Infantry Brigade 4-5
    • 2nd Infantry Brigade 7-4 PDR.
    • 3rd Infantry Brigade 7-4 PDR.
    • Divisional Artillery 2-5 SB-H
  • 2nd Division
    • Divisional Commander
    • 1st Infantry Brigade 7-4 PDR
    • 2nd Infantry Brigade 7-4 PDR.
    • 3rd Infantry Brigade 7-4 PDR
    • Divisional Artillery 2-5 SB-F PDR

After January - February 1862, a Union Corps consists of the following - The Union players may not raise Cavalry Corps until January-February 1863.

Corps Commander

  • Corps Artillery 3-5 R-F PDR.
  • Corps Cavalry 2-4 PDR
  • 1st Division
    • Divisional Commander
    • 1st Infantry Brigade 7-4 PDR
    • 2nd Infantry Brigade 7-4 PDR.
    • 3rd Infantry Brigade 7-4 PDR
    • Divisional Artillery 3-5 SB-H PDR
  • 2nd Division
    • Divisional Commander
    • 1st Infantry Brigade 7-4 PDR.
    • 2nd Infantry Brigade 7-4 PDR
    • 3rd Infantry Brigade 7-4 PDR.
    • Divisional Artillery 3-5 SB-H PDR.

Cavalry Corps Commander

  • Corps Artillery 2-5 R-F
  • Corps Artillery -
  • 1st Division
    • Divisional Commander
    • 1st Cavalry Brigade 3-4 PDR.
    • 2nd Cavalry Brigade 3-4 PDR.
    • 3rd Cavalry Brigade 34 PDR.
  • 2nd Division
    • Divisional Commander
    • 1st Cavalry Brigade 34 PDR
    • 2nd Cavalry Brigade 34 PDR
    • 3rd Cavalry Brigade 34 PDR

Appendix II

Confederate Corps and Setup:

At the start of the game, the Confederate troops are deployed as follows:

Manassas Junction: The Army of Northern Virginia (Beauregard)
Manassas Junction and Salem: The Army of the Valley* (J. E. Johnson)
Manassas Junction and Fredericksburg: The Army of the Potomac* (Holmes)
Charleston: The Army of South Carolina (Hardee)
Atlanta: The Army of Tennessee (Polk)
Mobile: The Army of the Gulf (Bragg)
New Orleans: The Army of the Mississippi (A. S. Johnson)
Springfield: The Army of Missouri: (Price)

* These two units can start the game with one division in each location, with the corps commander being placed in either location.

At the start of the game, Confederate Corps consists of the following

Corps Commander

  • Corps Cavalry 3-4 PDR
  • 1st Division
    • Divisional Commander
    • 1st Infantry Brigade 74 PDR
    • 2nd Infantry Brigade 7-4 PDR
    • 3rd Infantry Brigade 7-4 PDR
    • Divisional Artillery 2-5 SB-F PDR
  • 2nd Division
    • Divisional Commander
    • 1st Infantry Brigade 7-4 PDR
    • 2nd Infantry Brigade 74 PDR
    • 3rd Infantry Brigade 74 PDR
    • Divisional Artillery 2-5 SB-F PDR

except - Army of the Valley -
Corps Commander

    Corps Cavalry 3-5
  • 1st Division
    • Divisional Commander
    • 1st Infantry Brigade 7-5
    • 2nd Infantry Brigade 7-4 PDR
    • 3rd Infantry Brigade 74 PDR
    • Divisional Artillery 2-5 SB-H PDR
  • 2nd Division
    • Divisional Commander
    • 1st Infantry Brigade 74 PDR
    • 2nd Infantry Brigade 74 PDR
    • 3rd Infantry Brigade 7-4 PDR
    • Divisional Artillery 2-5 SB-F PDR

After the January - February 1862 turn, a newly raised Corps consists of the following. The Confederate player may raise Cavalry Corps starting at this time.

Corps Commander

  • Corps Artillery 2-5 R-F PDR
  • Corps Cavalry 3-4 PDR
  • 1st Division
    • Divisional Commander
    • 1st Infantry Brigade 7-4 PDR
    • 2nd Infantry Brigade 7-4 PDR
    • 3rd Infantry Brigade 7-4 PDR
    • Divisional Artillery 2-5 SB-H PDR
  • 2nd Division
    • Divisional Commander
    • 1st Infantry Brigade 7-4 PDR
    • 2nd Infantry Brigade 7-4 PDR
    • 3rd Infantry Brigade 7-4 PDR
    • Divisional Artillery 2-5 SB-F PDR

Cavalry Corps Commander

  • Corps Artillery 2-5 R-F
  • 1st Division
    • Divisional Commander
    • 1st Cavalry Brigade 3-4 PDR
    • 2nd Cavalry Brigade 3-4 PDR
    • 3rd Cavalry Brigade 3-4 PDR
  • 2nd Division
    • Divisional Commander
    • 1st Cavalry Brigade 3-4 PDR
    • 2nd Cavalry Brigade 3-4 PDR
    • 3rd Cavalry Brigade 3-4 PDR

After the June 1864 turn, a newly raised Corps consists of the following.

Corps Commander

  • Corps Artillery 2-5 R-F
  • 1st Division
    • Divisional Commander
    • 1st Infantry Brigade 6-4
    • 2nd Infantry Brigade 6-4
    • 3rd Infantry Brigade 6-4
    • Divisional Artillery 2-5 SB-H
  • 2nd Division
    • Divisional Commander
    • 1st Infantry Brigade 6-4
    • 2nd Infantry Brigade 6-4
    • 3rd Infantry Brigade 6-4
    • Divisional Artillery 2-5 SB-H

    Putting the Map Together

    The map is made up of 4 sections, Northwest, Northeast, Southwest, Southeast to assemble, start with the Northwest Section, which has St Joseph in the upper left comer.

    Take the Southwest section, and trim it level with the top of the Memphis box. Line it up so that the Mississippi River on the Northwest map flows into Memphis from the north, and the Tennessee River flows into Pittsburg Landing from the south.

    Draw in the following connections:

    RAILROADS

    From Humbolt to Memphis, Grand Junction, and Cornith
    From Columbia to Decatur
    From Murfreesboro to Bridgeport

    ROADS

    From Murfreesboro to McMinnville

    Take the Northeast section, and trim it level with the side of the Lebanon box. Line it up so that the Ohio River on the Northeast map flows into Ohio River on the Northwest Map.

    Draw in the following connections:

    RAILROADS

    From Fort Wayne to Cleveland
    From Fort Wayne to Dayton
    From Indianapolis to Dayton
    From Lexington to Louisville
    ROADS

    From Lebanon to Glascow

    Last, take the Southeast Section, and align it so that Goldsboro is directly under Weldon. The left edge of the map should just touch the Kingston Box.

    Draw in the following connections:

    RAILROADS

    From Kingston to Atlanta
    From Columbus to Atlanta
    From Chattanooga to Athens
    From Athens to Knoxville
    From Greensboro to Charlotte
    From Weldon to Goldsboro
    From Norfork to Weldon

    ROADS

    From Columbus to Albany
    From Raleigh to Fayetteville

    7 large maps - VERY SLOW (708k)

    7 Jumbo maps - EXTREMLY SLOW (1.368M)


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    © Copyright 1998 Hal Thinglum
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