by Tom Faulkner
INTRODUCTIONFor the South Mountain scenarios only, these scenario-specific rules should be read as addenda to the Fire and Fury (FnF) rule set as of the Great Eastern Battles Scenario Book (by Rich Hasenauer). In the case of a conflict, these scenario-specific rules govern. Mr. Hasenauer has not been consulted in connection with these battles. GAME SCALESee Order of Battle/Roster Sheets for how many stands of figures are needed.
CRESTLINESUntil a crest is reached, a unit is facing uphill terrain. Crests occur on levels 4, 5, 6 and 7. The front edge of a unit's stand determines whether the unit is on a crest. If the front edge is on the crestline the unit is on the crest, otherwise it is on the forward or reverse slope. Note that a crest is considered another level for LOS purposes (but not for movement purposes, i.e., a crest is not a contour line). MANEUVER MODIFICATIONSTERRAIN EFFECTS 1) To ascend a contour line costs 1/4 move for gentle & 1/2 move for rough (1/4 on rough descent), even on a road/trail. Apply the factor to the unit's movement allowance before applying any maneuver table penalties. A contour line is crossed when the front edge of a stand crosses it. A contour line is where the next elevation begins (except for crestlines). Each stand must pay the movement cost, e.g. if the brigade stand at the head of its brigade's march column ascended the contour in the previous movement phase, to bring the rest of the brigade onto the contour, the brigade should either deploy into line or each stand behind the command stand would pay the contour's movement cost to ascend. 2) Climbing uphill over a stone wall costs -1". This rule is easy to forget. Rebs, you've been warned. 8-) 3) Artillery can cross stone walls only at openings. There are lots of stone walls, and this rule is also easy to forget. 4) Union units receive no benefit from trails, except that US artillery can use a trail as an opening in a stone wall (the US unit does not receive any trail movement bonus, however). Also, the USA may use EastWest trails at the Gaps at the end of the game to determine line of communication for victory point terrain objectives. 5) CSA units may use trails as they would roads, i.e., road bonuses apply to trails for CSA units. 6) Orchard terrain is considered woods terrain. (As you may have inferred from LOS rules, woods and orchard do not block LOS if the spotting unit is 2 or more levels higher.) 7) Woods terrain does not affect movement. The underlying terrain, i.e. rough or gentle, dictates movement cost. REINFORCEMENTS Reinforcements enter the map in march column as scheduled, without a maneuver roll. Visualize the incoming units as being lined up in march column off-map. For example, if there were 36" of reinforcements, the first 24" inches would enter the map in march column with the remaining 12" coming onto the map in the following turn. Reinforcements scheduled on that turn would line up behind the remaining 12" of units, unless the player elects to change formation and enter the map within six inches of the entry point. Once on the map, they must roll for movement as usual. Any part of a brigade on the map means that unit must roll to maneuver. USA reinforcements enter via the National Road on the eastern side of the map. CSA reinforcements enter via the western National Road. If the USA exits a unit from the western side of the map on the National Road, and can maintain a line of communication (defined in the victory point terrain objectives section) along the Road to the Eastern map edge, then the CSA cannot bring on any reinforcements until the US line of communication is interdicted. INDEPENDENT UNITS CSA Independent units may benefit from Longstreet's leadership. During the "Replace fallen leaders, attach and detach leaders," Independent units may attach to a Divisional leader or detach. Independent artillery units may unlimber without orders from a leader. LINE OF SIGHT (LOS)BLOCKING TERRAIN Woods or orchard can block LOS if the target is one level above or below the firer. Woods or orchard adjacent to, i.e., within 4 inches, the lower of the two units will block. Woods or orchard in any other position will not block. If the firer is two or more levels above or below the target, woods and orchard never block. Intervening units never block LOS between a firer and target on different levels. LOS between units two or more levels above or below each other can be blocked only by intervening terrain of the same level as (or higher than) the firer. (South Mountain is steep.) Example: A Union unit on the forward slope of level 5 due south of Mountain House at Turner's Gap would be unable to see a Reb unit more than 2" deep in the woods due north of Mountain House on level 4. However, LOS would not be blocked if the Union unit was more than one level higher (e.g., on the crestline of level 5 or higher further south of Mountain House) than the same Reb unit. CRESTLINES If units are 2" or closer to each other but separated by a crestline, LOS exists (see page 5 of the Eastern scenario booklet), and there is no uphill DRM for Musketry & Cannonade and charge combat. UPHILL ARTILLERY GEOMETRY Uphill artillery shot and shell fire requires a range of 6" for each contour (not including a crest). Canister range is unaffected. Follow this process to determine the necessary distance:
2) Determine the contour level of the firing unit, 3) Subtract the lower from the higher and multiply the difference by 6 inches. Example: To shell level 4, a battery on level 1 must be a minimum of 18" away [(4-1)x6"]. MUSKETRY & CANNONADE* The maximum DRM in the M&C phase is +1 or -1. Union artillery support restriction: A USA battery may only support units of its division. Until they fire on a particular Union unit, CSA units not to the front (within the unit's firing arc) of that USA unit are not viable targets for the unit's divisional artillery. Example: Lane's batteries fire on the Kanawha Division as it ascends toward Fox's Gap - Lane's guns become reasonable targets for Cox's batteries. Until Lane's batteries fire on the Kanawha Division, they are NOT targets for Cox's batteries. If different divisions of the same Corps are jointly charging a position, both divisions' artillery may support the charge combat. Use reason to interpret this rule. Its intent is to prohibit a grand battery of 10 Union batteries opening the path for units of another Corps. Each Corps had its own frontage, as did each Division. The Union's artillery was particularly lethargic on September 14. If the players can't agree, roll the dice to settle the issue. CHARGE COMBATUNION DIVISION AND CORPS INTEGRITY Union units belonging to different corps cannot charge a position together. Union units of different divisions of the same corps can charge together ONLY IF the corps leader is attached. Union units of the same division can always charge together. Any Confederate units can charge a position together. DIE ROLL MODIFIERS Replace the "Defending fav. ground..." and "Def. sunken road..." Die Roll Modifiers (DRMs) in the Charge Table of the basic rules with the ones in the table.
VICTORY POINT (VP) TERRAIN OBJECTIVESThe Union scores 3 VPs for each of the terrain objectives (denoted by the red Vs on the map) that it controls at the end of the game (10 VPs for controlling the western exit of the National Road). Control is established by the last unit to have occupied the space. However, to earn a VP for a terrain objective the Union must have a continuous line of communications (LOC) through Bolivar to the eastern end of the National Road. To determine the starting point of a LOC, from the terrain objective determine the nearest point on a road. East-west trails of the Old Sharpsburg Road, the National Road and the Littlestown Road may be used by the USA for LOC purposes. CSA units may interdict the LOC by being within small arms range (and LOS) of the LOC, unless Union units occupy the interdicted area. The Confederates start the game in control of all VP objectives. TWILIGHTTo reflect the vigor with which both sides pursued the conflict, twilight occurs on the 7:30 PM turn, even though historically it was around 6:30 PM. This reflects that the men fought until after dark. From McClellan's HQ the muzzle flashes from thousands of muskets and scores of guns lit up the mountain like a swarm of fireflies. See Additional Rules on Page 4 of the FIRE & FURY Eastern Scenario booklet-for the effects of twilight.
More South Mountain
Lee's Special Order No. 191 South Mountain Special Rules South Mountain: Scenario and OOB South Mountain: Large Map (slow: 257K) South Mountain: Jumbo Map (extremely slow: 613K) Back to The Zouave Number 49 Table of Contents Back to The Zouave List of Issues Back to Master Magazine List © Copyright 1999 The American Civil War Society This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |