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1862 - Civil War Campaign Rules
Moderator Information


These rules are a work in progress. There are some sections that are incomplete and other sections that have not been play tested. These are presented for the assistance of anyone brave enough to undertake running a campaign. Of what is written, if you don't like it, change it.

Table of contents

I. Weather V. The tactical battle IX. Supply
II. The Map VI. After the tactical battle X. Officer Tables
III. Miscellaneous VII. Movement XI. Brigade Tables
IV. Before the tactical battle VIII. Orders and information


Introduction

This campaign is designed to reflect the American Civil War, Eastern theater, in the second year of the war. It needs a moderator who will keep track of and generate information. There can be from two to any number of players, but three per side seems to work best. It is designed to create problems for the players, some historical and some less than historical, but within the spirit of the time. Most important for this campaign is lack of information and poor communications.

I. Weather

At the beginning of each day roll for weather on this table.
Roll on 2d6 April May June July August September October
2 Snow Cold Heavy Rain Heavy Rain Heavy Rain Cold Snow
3 Cold Heavy Rain Heavy Rain Heavy Rain Heavy Rain Heavy Rain Cold
4 Heavy Rain Light Rain Light Rain Light Rain Light Rain Light Rain Heavy Rain
5 Heavy Rain Light Rain Light Rain Light Rain Light Rain Light Rain Heavy Rain
6 Light Rain Fair Fair Fair Fair Fair Light Rain
7 Light Rain Fair Fair Fair Fair Fair Light Rain
8 Fair Fair Fair Showers Showers Fair Fair
9 Fair Fair Showers Showers Showers Fair Fair
10 Fair Showers Showers Hot Hot Showers Fair
11 Showers Showers Hot Hot Hot Hot Showers
12 Showers Hot Hot Hot Hot Hot Showers
Before weather roll 2d6. if a "4" or less the weather is the same as the day before. Skip weather roll.

Immediate effects of weather:
  1. Light Rain - Add one to March Ability. Second day in a row treat as heavy rain.
  2. Heavy Rain - Add 2 to March Ability. Fords impassable.
  3. Showers - on 1d6: 1-2 - No effect; 3-4 - treat as light rain; 5-6 - treat as heavy rain.
  4. Hot - 2d6% of force are stragglers if unit marching. On second and subsequent days add one to March Ability.
  5. Cold - 1d6% of force becomes casualties if marching.
  6. Any rain for four or more days in a row - treat all movement as night march. All fords are impassable. Roads improve to normal after two days of no rain. Fords become passable after three days of no rain.
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II. The Map

The map used for this campaign is the eastern theater of the Civil War. It streatches from Petersburg in the south to Harrisburg, PA in the north, and from the Chesapeake Bay in the east to Staunton in the west. The campaign map can be printed out in color for reference purposes. It should be printed out in black and white - one map for each turn - for the moderator to keep track of the location of the various units.

When a contact occurs on the campaign map you have two options. One is to use actual terrain from topographic maps or the like to create the battlefield terrain. The other option is to use the section in this site on generating random terrain . If the random terrain is used, a sepecate campaign map showing the terrain already generated should be kept in case another battle is fought on the same ground.

Each hex on the map represents a four mile by four mile area, or sixteen square miles. There are a number of general terrain types and features on the map:

  • Clear - Open land, farms, orchards, some woods, many obscure roads and trails
  • Small Mountains - Rugged terrain. Hilly and heavily wooded. Few farms or roads.
  • Mountains - Impassible.
  • Pass - A narrow roadway through otherwise very difficult terrain.
  • City - Major (for the time) metropolitan area.
  • Town - Smaller groups of homes and commercial establishments.
  • Major river - Impassible except at bridges or fords. Major rivers are navagatable to naval vessels to Harrisburg, Baltimore, Washington, Fredericksburg, Richmond, and Petersburg. Small river craft can use any part of these rivers.
  • Minor river - Significant streams. These are generally fordable to at least infantry in many places not marked on the map.
  • Ford - A shallow area that allows crossing rivers by all types of units. They may be impassible following periods of rain.
  • Railroad - These can be used for rail movement. You will need to notify the players of what lines are open for each side (for example, rail line between Culpepper and Washington needs to be broken into a north and south portion). Telegraph lines only exist on rail lines and on the one most direct road from a rail line to a city or town not connected by a rail line.
  • Minor road - Generally dirt or sand. Narrow and potentially muddy.
  • Major road - Generally well maintained and surfaced. Not influenced by weather.
  • Wilderness - While not noted on the map, wilderness areas may be noted where desired. These are fairly level areas that are covered by forest and have few roads.

Each hex has an iintrinsic food value - the amount of food and forage that can be gathered by the troops in the field in that area. If the unit spends time collecting this food they may restock their supply wagons, or sometime "live off the land." They may also destroy the food value to deny it to the enemy. The moderator may want to keep track of the food used up in each hex. This can be a bookkeeping headache, but it is fairly simply if a separate map is used for this purpose.

To determine the food available in any hex roll the number of d6 indicated below for each hex type.

Random Food Availability (d6)
Terrain type
Dice
Terrain type
Dice
City20Town10
Costal Plain6Piedmont5
Foothills4Valley6
Wilderness1Next to a river+1
In Maryland+1In Pennsylvania +2

Roll the number above of d6 and that is the supply level of the hex.

  • Coastal Plain areas are east of a line between the cities of Harrisburg, Baltimore, Washington, Fredricksburg, Richmond, and Petersburg.
  • Piedmont area is west of the coastal plain to the first range of small mountains - a SW line from York, PA.
  • Foothills are between the piedmont and the first mountain range, and all areas west of the valley. Also all the scattered small mountains should be considered foothills.
  • Valley areas are between the first and second range of mountains, not counting the mass near Luray. This is the Shennendoah valley.
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III. Miscellaneous

  1. If a unit has a chance to see into additional hexes, it is a 50% chance except in wilderness or across rivers with no fords, where there is a 17% chance. Cavalry that are scouting or screening are always spotted by the enemy if the unit scouted is stationary. If moving, a 50% chance to spot cavalry scouts.

  2. When ordered to ravage, roll 2d6 for each brigade in the command. Subtract 4 if green, add two if elite. The result is the food reserve destroyed in that hex. Food reserve can not be less than zero.

  3. Popularity - If the army commander removes a subordinate, the unit commanded by that subordinate will respond in the following way, depending on the popularity of the commander:

    Popularity Response
    • Poor Unit improves morale by one for one day.
    • Good Unit decreases morale by one for one day.
    • Exceptional Unit decreases morale by one for three days.

  4. Political Clout - If a subordinate of "much" clout and higher rank is not promoted, and one with "poor" clout is, the promotion may be overturned by the government, or some other trouble may result.

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IV. Before the Tactical Battle


Determining actual regimental size
Prior to being placed on the field the number of figures lost to the unit must be determined. Calculate all permanent losses and mark that number of figures off the unit. Then calculate straggling losses (if necessary) and mark those off. The result is the number who actually are available for the fight.

Time required to prepare formations:
Form for battle (and flank march in a tactical battle):
Determine where head of column is. Each one hour of time allows the brigade to form up within one foot of that location. If other brigades are in the unit, they continue to move until the head of the column is where they want to form.

Response of Subordinates if a tactical battle nearby:
When a tactical battle occurs within 8 miles of a unit commanded by a subordinate, they will respond with one of the following actions. As units further afield reach the 8 mile radius they will respond as well. All others carry out their orders. Roll 2d6 on the table below to determine their response.

Strategic Response Rating
Response Timid Cautious Average Bold Dashing
Carry out previous orders 2 - 7 2 - 5 2 - 5 2 - 4 2 - 3
Form in place 8 - 10 6 - 8 6 - 7 6 --
March to battle* 11 - 12 9 - 12 8 - 11 6 - 10 4 - 8
Attempt flank march* -- -- 12 11 - 12 9 - 12
*If moving to a battle the subordinate may declare a forced march. Roll 1d6 for the commander. A force march will be ordered if the indicated roll or less is achieved: 1 for Average, 2 for bold, 4 for Dashing.

Response if attempting Flank March:
If a flank march is performed by a bold or average commander, they will form prior to entry on the field. On a roll of 8 or more on 2d6 a Dashing commander will have his troops enter in column. Any of these may charge onto the table.

Response if ordered to flank march in a battle
Roll 1d6 for Tactical Response. If the roll is more than the Tactical Response number, roll 1d6 again and perform the following actions:

  1. Move one half distance and form
  2. Move one third distance and form
  3. Move one quarter distance and form
  4. Become lost and move away from the battle
  5. Return to the field in 1d6 turns with some excuse
  6. Return to the field in 2d6 turns with excuse
Determine point levels of engaged forces prior to battle.
Points are combined only within a division or corps unless the Army commander is present.
The highest ranking officer on the field is "in command" for ordering other units.

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V. The Tactical Battle


If reinforcements arrive, or a commanding officer is removed from a battle, refer to the ranking lists of officers for the command. The highest ranking officer overall will assume command of the forces on the table. This may change withdraw or stop advancing point levels.

Point loss and Battlefield response:

The following are point levels where the commander must stop attacking or must retreat. They are always based on the highest ranking commander on the field. It is quite possible that the levels will change as commanders are injured or reinforcements arrive. Treat Corps, Divisions, or Brigades as separate units for points if a higher level commander is not present.

Strategic
Level Stop Attacking Withdraw
Player 55 75
Dashing 50 70
Bold 45 65
Average 40 60
Cautious 35 55
Timid 30 50

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VI. After the tactical battle


  1. Recovery of Battle Losses
    1. Infantry:
      Total separately the number of figures killed, routed, and captured by regiment (or by brigade if many units involved).
      Determine the number that return to the unit using the following:
      1. Routers
        Use a base of 70%, and add or subtract the following:
        • - 4d6% Unit does not stay on the field the day following.
        • + 2d6% Unit on winning side (ignore if a draw).
        • + 4d6% Brigade leader is exceptionally popular.
        • + 2d6% Brigade leader has good popularity.
        • + 2d6% Division leader is exceptionally popular.
        Multiply results times number of routers and round down. Result (never more than 100%) is the number who return to the unit the next day. Rest are missing for the campaign
      2. Captured
        These are gone unless exchanged. Captured figures must be sent to a depot to be held.

      3. Casualties
        There are three levels in casualties:
        1. Returned immediately
          To determine the number who return the next day to the unit, add or subtract from a base of 50% the following:
          • - 2d6% Unit does not stay on the field the day following.
          • - 4d6% No ambulance space or friendly town within eight miles.
          Multiply results times casualties and round down. Result is the number who return to the unit the next day. The remainder are unfit.
        2. Returned later
          To determine the number of unfit that may return to the campaign eventually, add or subtract from a base of 50% the following:
          • - 2d6% Unit does not stay on field the day following
          • - 2d6% No ambulance space or friendly town within eight miles.
          • + 2d6% Controlled town or city within eight miles.
          Multiply results times total unfit and round down. The result is the lightly wounded, who are placed in ambulances or sent to hospital.
          Those not so placed are the killed and seriously wounded.
          If facilities (ambulances or towns) are not available, or are over capacity, the lightly wounded become seriously wounded.
          Once the lightly wounded are dropped off in a controlled town or city (hospital), they are returned to the unit at the end of one week.
        3. Never Return
          Those figures who do not fall into one of the above categories are the killed and seriously wounded (who are lost for the campaign).

    2. Cavalry
      All routers return the day after combat. Captured are gone for the campaign. Casualties are returned the next day based on the following:
      • 60% Unit on victorious side in battle.
      • 50% Battle is a draw.
      • 40% Unit on loosing side in battle.

    3. Artillery crews
      All routed crews are returned the day following the battle. Captured crews are gone for the campaign. Crew casualties are returned as whole crews based on the following:
      • 60% Unit stays on field day following battle.
      • 40% Unit does not stay on field day following battle.
      • Always round down. (There are no unfit artillery crews)
      Lost crews can be replaced by subtracting one infantry figure per gun from a unit. Result is a green crew.
    4. Cannons
      Cannons destroyed or captured by the enemy are lost for the campaign. Cannons that are captured may be used to replace any gun lost by the capturing force. A unit may never have more guns than it began the campaign with. Extra pieces may be transferred to other units or sent to depots for storage.
      If parrott rifles are lost due to dice rolls, roll 1d6 for each gun. If a 3 - 6 is rolled the gun is returned the next day. The remainder are lost for the campaign.
    5. Leaders
      Seriously wounded officers are rolled for once the battle is over on 4d6. On a 4 - 14 the officer returns in that span of days with benefits intact. On a 20 or more the officer dies. If the officer has not died or recovered in two weeks, roll for him again, adding 14 days to the time of return. Continue this process until the officer dies or returns.

  2. Morale

    • If a unit withdraws from the field after nightfall following a battle it is a voluntary retreat. Roll 1d6 and divide by three for each unit (round down). The result is the number of days (0 - 2) that the unit suffers a "-1" morale detriment for all its components.
    • If a unit is routed from the field due to points, or declares a rout, do the following:
    • Roll 1d6 for each unit in the force. A 1 - 3 means the unit's morale is decreased by one, a 4 - 6 means the units morale is decreased by two.
    • Roll 1d6 for each unit, divide by two (round down) and add one. The result is the number of days (1 - 4) the unit suffers these penalties.

  3. Retreat Distances

    • If a unit is voluntarily retreating it moves one hex away from the battlefield and immediately goes under the player's control. Afterwards it operates normally.
    • If a unit is routed from the field, it moves one full forced march move at night with no March Ability penalties. The next day it does the same. On the second night it moves a full normal move with no March Ability penalties, after which it operates normally.
    • If there is not enough room on the road the remaining units form in the hex next to where the battle occurred. If they lose a second time the penalties for loosing are applied a second time as well.

  4. Pursuit and Losses to routing forces.

    The victorious side in a table battle may order a pursuit. Units so ordered move at normal march speed and are subject to all the normal movement penalties. If they fought in the battle they are not considered to have remained on the field following the battle.

    If a force is routed from a battle, roll for straggling as in a normal forced march. If there is pursuit, these will all be captured.
    If pursued by the enemy, each individual train will be lost with the following chances (on 1d6):
    • Supply - 1-2
    • Ammunition - 1-2
    • Ambulances - 1-3 (any wounded will be captured)
    If not pursued, each individual train will be lost due to breakdown with the following chances (on 2d6):
    • Supply - 2-4
    • Ammunition - 2-4
    • Ambulances - 2-3

    When regiments in a brigade are reduced to where combining them into one is possible, this should be done.

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VII. Movement


March ability is always based on the highest ranking officer with the force. These abilities are all rolled for at the start of the campaign, or when promoted to command. To determine the unit's march ability roll 1d6 and subtract the leaders March ability score. If the result is less than one, unit will move four miles less than ordered. If the result is five or more, the unit may move four miles further than ordered.
In all cases, if another unit is blocking the road, the moving unit must wait for it to clear. Each wait causes a four mile loss to the potential move. Each one hour of time should delay the blocked unit about one mile of travel.

  1. Modifiers:
    1. March Ability
    2. Weather
      • Light Rain - add 1 to March Ability. Second day in a row, add two to March Ability
      • Heavy Rain - Add two to March Ability. Fords Impassible.
      • Showers - 1d6: 1-2, no effect; 3-4, treat as light rain; 5-6, treat as heavy rain.
      • Hot - Second and subsequent days add one to March Ability.
      • Any rain for four or more days in a row, treat all movement as night marches, and all fords are impassable. These conditions improve: roads after two days of no rain, fords after three days.
    3. Secondary roads - add one to March Ability.
    4. Crossing fords - roll March Ability without other modifiers. If fail, subtract four miles from the march.
    5. Cross Country - Add two to March Ability roll.
    6. Formed Movement - Add two to March Ability roll. Minimum of two miles of travel. If crossing water, roll as a ford.

  2. Night Marches
    1. May only perform normal march.
    2. Maximums of 12 miles on Major roads, 8 miles on secondary roads, and 4 miles otherwise.
    3. Add two to Move Ability roll.
    4. Movement at night counts as a forced march for tiredness and straggler rolls

  3. Straggling due to forced march:
    Stragglers return to their unit the night following the loss unless closely pursued by the enemy, in which case 50% will be captured and 50% will return. Stragglers lost when a unit routs after a battle are all captured if pursued.
    1. Infantry and cavalry:
      Roll for each unit on the following table:
      Unit Morale Roll
      Elite 1d6
      Average 2d6
      Green 3d6
      Add or subtract the following to the roll based on the popularity of the highest ranking officer present with the unit:
      • Exceptional -6
      • Good -4
      • Average 0
      • Poor +2
      Result is the percent loss to the unit each day of forced marching (round down).

    2. Artillery:
      Roll 1d6 for each gun on the following table:
      Unit Morale Roll
      Elite 1
      Average 2
      Green 3
      If the listed number or less is rolled the gun breaks down and is lost for the day.
    3. All stragglers return to the unit the night following the march unless captured.
    4. In hot weather add 1d6 to the straggling roll.
    5. If entering a battle and the unit has marched over one day in conditions that result in straggling, roll for stragglers the day of the battle, then roll for each day that the unit continuously marched in adverse conditions before the battle. Multiply the result times 50% and treat that number as additional stragglers.
    6. These rolls are only necessary if a unit is entering battle.

  4. Moving tired
    Units may march continuously for a number of days after which they become fatigued. The ability to march depends on the units morale:
      • Green - 5 days
      • Average - 6 days
      • Elite - 7 days

    1. Tired units may not force march.
    2. Tired units suffer the same as stragglers
    3. When entering a battle tired, a tired unit's moral is one worse than normal.
    4. Tired cavalry loose their scouting modifier and stragglers do not return until the unit has rested.

    Time required to perform actions

    1. From a march column to a formation - 4 hours.
    2. From some formation to a march column - 4 hours.

Responses of Subordinates

  1. Actions if meet enemy
    First estimate size of enemy unit (see below), then respond on the following tables:
    Use 1d6 on each of the following tables. A roll of the indicated number means that the subordinate will order the action.

    Response if enemy Estimated as Larger
    Commander Withdraw Form Attack
    Timid 1 - 6 -- --
    Cautious 1 - 5 6 --
    Average 1 - 3 4 - 6 --
    Bold 1 - 2 3 - 5 6
    Dashing 1 2- 4 5 - 6

    Response if Enemy Estimated as Equal
    Commander Withdraw Form Attack
    Timid 1 - 3 4 - 6 --
    Cautious 1 - 2 3 - 6 --
    Average 1 2 - 5 6
    Bold 1 2 - 4 5 - 6
    Dashing -- 1 - 2 4 - 6

    Response if enemy Estimated as Smaller
    Commander Withdraw Form Attack
    Timid 1 - 2 3 - 6 --
    Cautious 1 2 - 5 6
    Average -- 1 - 5 6
    Bold -- 1 - 34 - 6
    Dashing -- 1 2 - 6
    Modify the above attack rolls by "-2" if the unit to be attacked is in a pass or across a ford. Modify the withdraw roll by "-2" if defending a pass or ford, of if estimated enemy strength is less than 50% of the commander's force size.

  2. Estimating enemy size:
    Roll 2d6 and multiply by 5. This is the percent difference between actual and reported force size. Modify the roll by the following:
    • +/-2 If cavalry (make the estimate more accurate)
    • +8 If commander Timid
    • +4 If commander Cautious
    • -2 If Average
    • -4 If commander Bold
    • -8 If commander Dashing

Picketing, Scouting and Screening
Scouting/Screening cavalry may scout or screen one hex per regiment in the brigade. Artillery always accompanies the first regiment.

When ordered to scout an area larger than the regiments available, pickets will be placed at all important locations and the body will remain stationary in one location. The main body will be informed of any enemy activity in the picket's hex on a 2d6 roll of 7 or more. Otherwise the picket is captured and the information is not passed on. The most hexes that can be picketed is twice the number of regiments in the brigade.

RAILROAD TRAINS - Each Railroad train can hold about a brigade (add one brigade for a division's worth of artillery) and occupies about two miles of track. In large train movements subtract two miles from the second train, four from the third and so on. Only those trains that are at their destination can unload the following day.

SHIPS - Ships will not move if the weather is heavy rain.

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VIII. Orders and information

All communication between commanders must be sent by one of the following means. This applies to messages going in both directions.
  • Telegraph - If a unit is on a road leading to a controlled town or city and the unit is stationary (such as at night) the message is transmitted immediately. If the unit is moving, or no lines exist, the message is sent to the nearest town and a courier is dispatched with the message. If an enemy unit is on a telegraph line they will intercept any messages on a roll of 7 or more on 2d6. Telegraph lines follow all railroad tracks, with branch lines to towns not on the tracks. Each town not on a railroad has a single line following roads to the nearest railroad.
  • Couriers - Travel one hex per hour in daytime, two per hour at night. All couriers roll 2d6 to see if the message arrives. A roll of "2" or less indicates the message does not arrive. When operating in enemy territory subtract three from the roll. Any roll of less than two indicates the dispatch has been captured.
If enemy units cut telegraph lines they take one day to repair after the enemy have left the hex.
When operating in enemy territory a roll of 4 or less on 2d6 indicates the telegraph line between the army commander and the capital has been cut for that day. It is automatically repaired the next day (but can be cut again).

Government and Civilian Information

CSA

There are three outside sources of information - The President, the Richmond Times Newspaper, and other sources.
  1. The president always supports the CS commanders.
  2. The Richmond Times rolls 1d6 at the beginning of the campaign or when a new commander takes over:
    • 1 - 4 = Supports the commander
    • 5 - 6 = Does not support commander.
    If the Times does not support the commander, roll 1d6:
    • 1-2 = too aggressive;
    • 3-4 = too passive;
    • 5-6 = unfit.

    The Richmond Times will periodically report stories about CS troop movements, but will not be very specific. If they support the commander they will place any story sent to attempt to deceive the enemy. If they do not support they will write periodic editorials about movement, strategy, and so on.

    (A story of some sort should appear when 2d6 result in a 6 or less. If some special event occurs - arrival or reinforcements, etc, it should be reported. These stories are reported to both the US and CS player)

  3. Other sources of Information for the South:
    When the enemy is operating in CSA territory, roll 1d6 for each unit or group of units:
    • 1-3 = no information;
    • 4-6 = some information relayed.
    If information is relayed:
    • 1-2 = Units position, designation, and movement
    • 2-4 = Units approximate strength and location.
    • 5-6 = all of the above.

    This information comes from (1d6):
    • 1 = Spies (treat as cavalry information)
    • 2-4 = Civilians (treat as cautious commander for strength)
    • 5-6 = Captured or deserters (treat as timid commander)

    If in unfriendly territory, information comes on a 1d6 roll of 6 only.
    This information comes from (1d6):
    • 1 = dissatisfied civilians (treat as cautious commander)
    • 2-6 = deserters/ captured (treat as timid commander)

USA

There are five outside influences and information sources for the USA - The President, the Secretary of War, The Secretary of Transportation, the New York Post, and others. If there is only one US commander, they will act as the CSA does.
If more than one US commander, each of the above may have a favorite (1d6)
  • Two commanders
    • 1-2 = Commander One is favorite
    • 2-3 = Commander Two is favorite
    • 5-6 = Neutral - no favorite
  • Three Commanders
    • 1 = Commander One is favorite
    • 2 = Commander Two is favorite
    • 3 = Commander Three is favorite
    • 4-5 = Neutral - no favorite
    • 6 = Roll again
If a commander is not a favorite, roll 1d6 to see what they think about that commander:
  • 1-2 = too aggressive;
  • 3-4 = too passive;
  • 5-6 = simply unfit.

The people in the government will attempt to further the interests of their favorite, usually attempting to have them placed in overall command. Those not their favorites will have roadblocks placed in the way of their requests, and other things will occur to make their lives miserable.
The New York Post will frequently report quite accurate information about US troop movements, positions, strengths, and orders in their stories. They will print stories from the commanders if the commander is their favorite. They will also print articles about their beliefs with some frequency:
Each turn roll 1d6. On a 1-4 some story will be written. If there is a story, roll 1d6 again:
  • 1-2 = story about army, orders, positions, etc.;
  • 3-4 = editorial about commander they don't like;
  • 5-6 = both of the above. These stories are given to both the US and CS players.
Other Sources of Information for the USA

When the enemy is operating in USA territory, roll 1d6 for each unit or group of units:
  • 1-3 = no information
  • 4-6 = some information relayed.
If information is relayed:
  • 1-2 = Units position, designation, and movement
  • 3-4 = Units approximate strength and location.
  • 5-6 = all of the above.

This information comes from (1d6):
  • 1 = Spies (treat as cavalry information)
  • 2-4 = Civilians (treat as cautious commander for strength)
  • 5-6 = Captured or deserters (treat as timid commander)

If in unfriendly territory, information comes on a 1d6 roll of 5 or 6.

This information comes from (1d6):
  • 1 = dissatisfied civilians (treat as cautious commander)
  • 2-4 = deserters/ captured (treat as timid commander)
  • 5-6 = escaped slaves (treat a timid commander times two)

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IX. Supply

Consuming Supplies
  • Each brigade consumes one food unit per day. At the end of each day's move the number of supplies carried on the trains should be reduced to reflect this consumption. When a units trains are out of food, treat the unit as out of supply.
  • Stationary units up to 12 miles away from a supply depot by road, any distance by rail, or four mile overland consume none of their trains supplies, but rather take them from the depot.
  • Stationary units outside of this radius will consume supplies in the hex they are in unless ordered otherwise.

Foraging
  • Each hex on the map contains intrinsic food reserves. Once a hex is foraged the level is reduced until it reaches zero. At this point no more food can be gathered from the hex.
  • If a city or town is destroyed treat the hex as the surrounding terrain.
  • Units take one day to loot and two days to buy supplies in an area. They get supplies only from the hex they are in. When units are ordered to forage for supplies, roll 2d6 for each infantry brigade in the unit. Subtract 4 from green units, add two to elite units. That is the amount of food gathered. If food gathered is in excess of that which can be carried by the trains, one half is destroyed and one half is returned to the hex foraged.

Living off the land:
  • Independent Brigades may "live off the land" by subtracting one food point from the hex they occupy. They do not change their March Ability roll, but they may not force march without the effects of being out of supply. When marching remove one food point from the hex they end their march in.
  • Stationary units larger than brigades that forage remove enough food to feed the.

Out of food supply effects:
  1. Add two to March Ability roll.
  2. Unit may not force march.
  3. Roll for stragglers each day. 2d6% of these are lost to the unit permanently.
  4. After two days out of supply a units morale decreases by one.
  5. Stationary forces out of supply after two days roll for stragglers and 2d6% of this number are lost permanently.

Creating new supply depots
Time necessary to create a depot depends on the distance from existing depots and the transportation available.
  • On water or Operational Rail Line 4 days
  • Within 24 miles by road 5 days
  • Between 25 and 48 miles by road 7 days
  • Between 49 and 72 miles by road 9 days
  • (Over 72 miles not possible except in stages)
If a second depot can be used to help create a new one, subtract 2 days from the time. No more than two can be used to create a new depot.

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X. Officer Tables

X. Officer Tables

Table #1 - March Ability (1d20)
US Effect CS
1 - 2 0 1 - 3
3 - 10 1 4 - 13
11 - 15 2 14 - 18
16 - 20 3 19 - 20

Roll once for each leader of a maneuver element.

Results of March Ability on Marching
For each march roll 1d6. If number is equal to or less than March Ability, unit moves four miles less than ordered. If roll minus March Ability is 5 or more, unit marches four miles more than ordered.


Table #2 - Strategic Response (1d20)
US Response CS
1 - 4Timid 1 - 2
5 - 8 Cautious 3 - 5
9 - 16 Average 6 - 13
17 - 19 Bold 14 - 18
20 Dashing 19 - 20
Effects of Strategic Response can be found under the section on actions of subordinates.


Table #3 - Popularity (1d20)
US Popularity CS
1 - 5 Poor 1 - 4
6 - 12 Average 5 - 10
13 - 17 Good 11 - 15
18 - 20 Exceptional 16 - 20
Popularity effects the number of stragglers and returned routers, and may effect unit morale if the leader is removed by a player.


Table #4 - Tactical Benefit (1d20)

Players that are Army Commanders are always +3.
Subordinate players are always +2.
If extraordinary events occur in the game an officer's benefit can be increased without consulting these tables.
Other officers must be rolled for on the following tables.
US Officers
Original Command +3 +2 +1
Corps 19 - 20 11 - 18 1 - 10
Division 20 14 - 19 3 - 13
Brigade -- 17-20 6 - 16
Regiment -- 20 11 - 19

CS Officers
Original Command +3 +2 +1
Corps 13 - 20 5 - 12 1 - 4
Division 17 - 20 12 - 16 1 - 11
Brigade 20 14-19 3 - 13
Regiment -- 17 - 20 6 - 16
Militia and Garrison officers roll one command level below their actual command.


Table #5 - Tactical Reliability
Add two to the officer benefit roll. This comes into effect when ordered to operate independently off table.


Table #6 - Political Clout (1d20)
US and CS Clout
1 - 5 Poor
6 - 15 Average
16 - 20 Much
This comes into play if an officer is removed by a player.

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XI.Brigade Tables

Table #1 - Morale (1d20)
US Morale CS
1 - 6 Green 1 - 4
7 - 17 Average 5 - 14
18 - 20 Elite 15 - 20



Table #2 - Infantry Weapon (1d20)
US Weapon CS
1 Poor Rifle 1 - 2
2 - 6 Musket 3 - 8
7 - 20 Rifle 9 - 20
If weapon carried by regiment or brigade is historically know, use that instead of a random roll.



Table #3 - Cavalry Weapon (1d20)
US Weapon CS
1 - 15 Carbine 1 - 12
16 - 18 Rifle 13 - 15
--- Musket 16 - 17
--- Shotgun 18 - 19
--- Pistol 20
19 - 20 BL Carbine ---
If weapon carried by regiment or brigade is historically know, use that instead of a random roll.



Table #4 - Tactical Battle Point Values for Officers
Corps Division Brigade
+3 = 9 +3 = 7 +3 = 5
+2 = 8 +2 = 6 +2 = 4
+1 = 7 +1 = 5 +1 = 3
+0 = 6 +0 = 4 +0 = 2
Major players are always +3 and 15 points.


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