Consulting: Jack Greene and Andy Nunez. In Memoriam: Jerry Corrick 1951-2022. Playtester, colleague, and friend.
GRANT - The Western Campaign of 1862
1.0 INTRODUCTION
Grant - The Western Campaign of 1862 is a game about the Civil War campaign in Western Tennessee and neighboring areas in the early months of 1862. This campaign, which included the battles of Fort Donelson, Island Number Ten, and Shiloh, made the reputation of General U.S. Grant. More than any other Civil War campaign, this one was dominated by rivers and combined land/naval operations. To learn the game, it is best to read rules section 2 (Game Equipment) and section 3 (Sequence of Play), and then refer to the Comprehensive Example of Play, found in the Play Book. The Comprehensive Example is a good introduction to the rest of the rules. The Play Book contains two small, quick introductory scenarios intended for solitaire play; the main rules indicate the best points at which to play these. In the Play Book will also be found the two full-size standard scenarios, the Advanced (optional) game rules, and supplementary articles about some of the little-known history of this campaign.
2.0 GAME EQUIPMENT
Grant - The Western Campaign of 1862 includes the following equipment:
• One, 22” x 34” mounted Game map
• Two, 9/16” die-cut counter sheets
• One Rules Book
• One Play Book
• Six Player Aid Cards of Charts and Tables
• One ten-sided die
If any parts are damaged or missing please contact:
Compass Games, LLC PO Box 278 Cromwell, CT 06416
Phone: (860) 301-0477
E-mail: support@compassgames.com
Online game support is available. Visit us on the web: https://www.compassgames.com
You can also use the URL or QR code to reach Compass Games online: https://linktr.ee/compassgames
2.1 Map
The game map represents the area of West Tennessee and adjoining states where the campaign was fought. The network of spaces on the map regulates the positioning and movement of units.
2.11 Land spaces are the square spaces. They contain land units. Land movement proceeds from space to space along the straight connecting lines (not rivers).
• The spaces labelled “Arkansas” (west map edge) and “Middle Tennessee” (several on the east map edge), can be entered by Confederate units (either through normal movement or retreat after combat) but cannot be entered by Union units. They provide supply to Confederate units occupying them, only.
2.12 Connecting lines between land spaces can be either roads (brown line) or rail (track symbol).
2.121 A rail connection implies a road connection, i.e. units can use march movement along rail lines. A rail connection over a river implies a bridge. Land units can move along either of these connections the same as along ordinary land connections.
2.13 River spaces are the small circles located along major rivers. Each river space is connected to adjacent river spaces by the line of a major river. Naval units are placed on river spaces and move from space to space along the rivers. (In certain special cases, naval units are also placed in landing hexes adjoining the river.)
• Each river space includes an arrow pointing to the next space downstream. Each river space has exactly one adjacent downstream space, although it may have more than one adjacent upstream space. The arrow indicates both adjacency and direction of current, which are important for movement of river units.
GRANT - The Western Campaign of 1862
EXAMPLE 1: The spaces labeled A, B, C, and E are consecutive river spaces. Of the five, A is the furthest upstream and E is the furthest downstream. Space E has two adjacent upstream spaces: space C and space D.
2.14 A river landing is a land space with light blue edges. Each river landing touches (is incident to) a single, specific river space. The river landing slightly overlaps the river space.
2.141 The site value, printed in a circle in some spaces, measures the space’s value as a location for forts and batteries. Spaces with no printed value have site value 0.
EXAMPLE 2: Riddle’s Point and Tiptonville are both landings and they adjoin the same space. Point Pleasant
and Madrid Bend are landings. New Madrid and Island Number Ten are both landings. Hickman is not a landing. A battery at New Madrid would interdict the river space between it and Madrid Bend. New Madrid has site value 1. Island Number Ten has site value 2. (Players may wish to note that the name “New Madrid” is pronounced “New MAD-rid” by locals, in contrast to the usual pronunciation of the capital of Spain.)
2.15 The Canal (see example 2) indicates the possible location of a canal which the Union player can build (11.2).
2.16 Each player has some holding spaces, near his edge of the map, for units stacked with army commanders. These are purely a convenience; their use is not required.
2.17 Other special notations:
• Victory point awards for each side are printed in stars in or adjacent to certain spaces. In Example 2, Island Number 10 space is worth 3 VPs, while New Madrid is worth only 1 VP.
• Certain spaces have a supply symbol, a supply wagon. These are the ultimate sources of supply for both sides (14.21, 14.22). In Example 1, in the illustration above Paducah is a supply source.
• Reinforcement cities are marked with city images, showing some part of the city as it was at about the time of the Civil War.
2.18 East vs. West: The map is divided into two parts, east and west, for purposes of Confederate organization (2.32). The line of division is the Tennessee River from Muscle Shoals to Paducah, and the two dashed lines extending north and south from those points. (The line at the southern edge, for example, lies between Muscle Shoals and Tuscumbia; Tuscumbia is in the west section and Mussel Shoals is in the east.)
2.19 Control: Initially, the Confederate player controls all spaces except those shaded in light blue near the north map edge, which are initially Union-controlled. Control matters for various game purposes including victory, building forts, and certain types of movement.
2.191 A player takes control of a space at the instant one of his undemoralized infantry units has sole occupancy of it. Control persists (even if the friendly unit leaves the space) until an undemoralized enemy infantry unit takes control of the space again. Demoralized units do not cause
Example 1
Example 2
GRANT - The Western Campaign of 1862
control to change hands, and neither do cavalry units. The players may wish to use control markers to record control in situations where it is not obvious.
2.2 Land Units
Most of the die-cut playing pieces (units) represent the Union and Confederate military forces that fought this campaign. Units are of two types: land and river. Other playing pieces include forts, batteries, Confederate mines, railheads, and informational markers. For the standard setup procedure, refer to Playbook 16.1.
2.21 Land units include divisions, detachment leaders (2.6), army commanders (2.3), and Confederate cavalry (used only with optional rule 18.0).
2.211 Division leaders can be either named leaders (like C.F. Smith below), or replacement (REPL) leaders for named leaders who have been killed or wounded. All of these are “division leaders.”
DESIGN NOTE: Division leaders in the game are brigadier generals. Some of the ‘division’ pieces in fact represent sub-divisional units (brigades) but all are equivalent for game purposes. One detail omitted from the game is that historically, C.F. Smith died as a result of a riverboat accident in March of 1862. The officer who replaced him- W.H.L. Wallace, himself mortally wounded at Shiloh -also proved highly capable, so there was no real change in leadership quality. For this reason, this detail was not thought worth including.
2.22 An infantry unit consists of a division leader or detachment leader plus a strength point counter (1 to 10 SPs). The strength point counter represents the troops currently in the unit. One SP represents about 1000 soldiers. The initial strength of each unit is specified in the setup and reinforcement rules. A division can have a maximum of 10 strength points.
2.23 Units are backprinted with setup information: initial location or turn of arrival, and initial number of strength points if applicable.
2.24 Leaders are rated for initiative, combat, and morale. A divisional leader’s values are applied to his own division. An army commander’s values may be applied to any unit in the same army (2.3).
DESIGN NOTE: There was turnover in the Confederate command during this campaign, and in some cases we have had to pick a single name to represent several. For example, the “Chalmers” unit initially represents James R. Chalmers, but later this division was commanded by Jones M. Withers. Leader ratings mostly represent the leaders’ personal qualities, but in some cases reflect the makeup of the unit. The rating for Confederate leader Hardee (William Joseph Hardee), for instance, takes into account that his unit contained Patrick Cleburne, the Irish immigrant officer who in this campaign started his remarkable career as one of the Confederacy’s most effective battle commanders. I am grateful to Andy Nunez for his review of the leader values.
2.25 Strength points can be transferred between named or replacement leaders only at the start of a friendly impulse, before either unit has moved. The following restrictions apply:
• The unit receiving the strength points cannot move in that impulse: it can be transported by river.
• Transfer between Union units can be done only between two units of the same army, and only in that army’s impulse.
• If the donor unit is demoralized or fatigued, the recipient inherits these conditions unless it is already demoralized.
DESIGN NOTE: The purpose of this rule is to put some realistic limits on the practice of shuffling strength points around for temporary advantage. There would be some delay while a unit integrated itself into a new organization, especially since at this time none of these armies had professional staffs.
GRANT - The Western Campaign of 1862
2.26 The following rules apply if all a leader’s strength points are lost or transferred:
• A named leader who loses all of his strength points in combat is permanently removed from play (he is considered to have been killed or captured).
• A named leader whose strength points are voluntarily transferred to another leader is removed and must spend one full turn off the map, but after that may return as a reinforcement. He returns to play with no strength points initially. (For example, a leader removed on March I would spend March II off the map and could return on March III.)
• A replacement leader is removed, but the replacement (and detachment) counters can be re-used any number of times.
2.3 Armies and Army Commanders
Units on each side are organized into armies. This is important for the sequence of play and other game functions.
2.31 Union units are organized into three different armies: Army of the Tennessee (Grant), Army of the Ohio (Buell), and District of the Mississippi (Pope). These are identified by shading on the counters and also by a division/army unit designation.
2.32 Confederate units, unlike Union units, are not designated as belonging to a specific army. The terms “Army of Central Kentucky” and “Army of Mississippi” denote simply the Confederate units in the eastern and western sections of the map, respectively. Confederate units may move between these sections (and thus ‘transfer’ from one army to the other) at any time. (See the design note following 2.37.)
2.33 Each side has army commanders. Army commanders do not command strength points directly (exception: 2.37) but benefit other leaders.
2.34 In addition to the normal leader ratings, army commanders bear a rank value, which shows how they rank versus all other army commanders on their side.
For example, on the Confederate side the order is:
1. Albert Sidney Johnston
2. P.G.T. Beauregard
3. Leonidas Polk
4. Gideon J. Pillow.
Rank is important if there is more than one army commander in the same space.
DESIGN NOTE: The Confederate general John W. Floyd, who technically held army commander rank and was briefly in charge at Fort Donelson and later at Nashville, has been omitted intentionally. He exercised no real influence on the campaign.
2.35 Army commanders use their initiative, combat, and morale ratings to benefit units with which they are stacked. In the case where two or more army commanders are stacked together, only the highest ranked army commander present (on each side) can give these benefits.
2.36 A Union army commander’s ratings can be applied only to units of his own army. Any of the Confederate army commanders can benefit any Confederate units.
2.37 A Confederate army commander can function as a division leader and have strength points directly assigned. He forfeits all army commander abilities while he has any strength points attached. He functions just like any normal division commander.
DESIGN NOTE: On the Confederate side, the game shows the organization which prevailed from the start of the campaign until shortly before the battle of Shiloh. In the reorganization for that battle, corps commanders were appointed. In game terms, three of the corps commanders (Bragg, Hardee, and Breckinridge) are still counted as “division commanders.” The other Shiloh corps commander, Polk, appears in the game as an army commander. Beauregard was present at Shiloh but acted in the role of chief of staff. The division into “eastern” and “western” Confederate forces simulates the fractured nature of the Confederate command for purposes of the sequence of play.
GRANT - The Western Campaign of 1862
2.38 Union Army Transfer: A Union unit can be transferred to a different army. The player announces the transfer during the impulse of the army the unit is leaving. The unit moves normally in that impulse, but then cannot move again that turn, even if its new army’s impulse occurs later. There are two Transfer counters included to track this.
2.381 Transfer is permanent; the unit cannot transfer back to its original army or to a different one. (This is to prevent abuse of the rule by flip-flopping units between armies according to convenience.)
DESIGN NOTE: Orders had been issued for the divisions of Nelson and Crittenden to transfer to Grant’s army for what was expected to be a protracted campaign at Fort Donelson. The units had barely embarked before news came that the fort had surrendered, and the transfer orders were cancelled.
2.39 Each Union army can receive at most two units through transfer. This limit applies no matter where each unit came from, and even if the army in turn has transferred other units somewhere else. Once an army reaches this limit, no further units can be transferred to it.
2.4 River Units
DESIGN NOTE: The Tennessee campaign was fought at a pivotal time in naval history. Ironclad vessels were beginning to replace woodclad ones, and steam was finally replacing sail. Had the Confederates managed to get into service one of the ironclads they were building, then the world’s first battle between ironclads would have occurred here instead of at Hampton Roads. Confederate naval units arrive in the game mostly through random events, reflecting the uncertainties around the Southern attempts to build up naval forces. The Union had a powerful fleet of river gunboats from the start.
There are two types of river units in the game: transports and naval units. Naval units include ironclad gunboats, woodclad gunboats, and (if optional rule 21.2 is used) the Union mortar boat unit. Union gunboat units and Confederate ironclad gunboat units represent individual ships. Other units represent multiple ships. River units, unlike land units, do not belong to a specific army. The word gunboat refers to both ironclad and woodclad boats, unless one of those two types is specified.
2.41 Gunboats are rated for combat, defense, and movement. Ironclads and woodclads mostly have the same abilities during play, albeit ironclads are more powerful. Transports and the mortar boat unit have only a movement allowance; they have no combat values. The mortar boat unit (optional rule 21.2) functions only in special supporting roles in combat.
2.411 The Foote counter (named after Admiral Foote, Union naval commander in this campaign) is not a leader unit, but simply a marker which can be used to replace a large stack of Union naval units. The Foote marker can be placed on the map and the units placed in its holding box. The marker can be placed or removed by the Union player at any time. If all naval units in its space are destroyed, the marker is removed from the map but it can be reused. It is just a marker, not an actual unit.
2.42 The Confederate player has three separate naval forces: the Mississippi River Flotilla, several ironclads, and the River Defense Fleet.
2.43 The Mississippi River Flotilla units can enter play as reinforcements. There are five Flotilla pieces: four wooden gunboat units (each representing multiple vessels), and the ironclad gunboat Manassas. All of them bear the word “Flotilla” on one side and specific values on the other. The Confederate player will draw only three of these pieces to put into play. In other words, the makeup of the flotilla is not known in advance and can vary from game to game.
DESIGN NOTE: The Flotilla was originally a privately funded effort, but was taken over by the Confederate Navy. It came north from New Orleans in time to assist in the defense of Island Number Ten. The Manassas, which was part of it, broke down on the way. After the fall of Island Number Ten the Manassas was briefly at Fort Pillow before returning to New Orleans.
GRANT - The Western Campaign of 1862
2.44 The Confederate ironclad Eastport and the Nashville Squadron both begin the game on the map, but under construction. They are placed in the Eastport and Nashville land spaces to denote the under construction status. Either unit is removed from play if a Union troop unit enters its land space, or if a Union gunboat enters the adjoining river space with no Confederate land unit present in the gunboat’s space. Each of these units can be completed and brought into action through a random event, if still in play when that event is drawn. In this case, move the unit from the land space to the adjoining river space. It functions as a normal naval unit thereafter.
DESIGN NOTE: The Nashville Squadron was a group of four river steamers that were being converted into gunboats. It is unknown how effective these might have been; at least one senior Confederate officer expressed doubts. The gunboats were burned, conversion not yet finished, when the city was taken. The Eastport was a gunboat being built on the Tennessee River. It was captured by the Union and eventually entered Union service (not within the time frame of this game).
2.45 The Confederates have two additional ironclad gunboats, Arkansas and Tennessee, which may enter as a result of random events or per scenario instructions.
DESIGN NOTE: These gunboats were under construction and might have joined the campaign. Historically they were not ready in time, but they could have been given some better luck and/or more effective organization on the Confederate side.
2.46 The Confederate River Defense Fleet, consisting of two woodclad gunboat units, likewise enters the game as a result of a random event. Both these units represent multiple vessels.
DESIGN NOTE: The River Dense Fleet was a collection of rams; in game terms, they count as woodclad gunboats. Historically this force arrived on May 1, just after the end of the time period of the game. It was able to sink two ironclads at the battle of Plum Point, fought May 10.
2.5 Battery Units and Forts
DESIGN NOTE: Battery units represent heavy naval artillery, which had to be emplaced before being used. These guns were too ponderous to be useful in ordinary infantry combat. Batteries should not be confused with the much lighter field artillery (ordinary cannon), which is not represented by pieces but is built into the strength points.
2.51 Battery units block enemy naval movement and can engage in naval combat. Their combat values do not appear on the counters, but are printed on a chart (10.141).
2.52 A battery unit's reverse side shows the battery in its Suppressed state (as a result of combat or land movement).
2.53 There are two types of forts, minor forts and major forts. Forts provide benefits in both land and naval combat. Batteries are more effective when placed in forts. For details of fort construction, see 12.0.
2.54 A fort or battery unit is eliminated if enemy infantry or cavalry units enter its space with no friendly infantry or cavalry units present. The eliminated unit is removed from play. The fort unit may be used again for fort building (12.1). Concerning possible retreat with friendly units, see 9.87.
2.55 An optional, advanced rule (21.1) provides for Confederate mines.
2.6 Detachments
DESIGN NOTE: Detachments represent small forces, typically garrisons or outposts, separated from the main army. Detachment leaders represent senior colonels, most of whom would have been civilians a year earlier. Detachment leaders are significantly restricted in the game, reflecting these men’s inexperience.
Each side has Detachment leaders (in the Union’s case, for each army). These counters represent detachments on one side and replacement leaders (in the event of leader casualties, 9.7) on the other, and are used for both these purposes.
GRANT - The Western Campaign of 1862
2.61 Detachments can be created from an existing unit in two ways:
• When a unit leaves a space in either march movement, reaction, battle reinforcement, or the optional rule for fort breakout (24.1), it can leave a detachment behind in the vacated space. The strength points are removed from the parent unit and placed underneath a Detachment counter.
• A detachment can also be created and then move out of the space, leaving the parent unit behind. This can be done only prior to any movement by the parent unit in that impulse. In this case the detachment cannot end its movement in the space where it was created (i.e. it cannot move out and come back in the same impulse). Note there are movement restrictions on detachments (2.66).
2.62 Detachments can arrive as reinforcements, when a player receives reinforcement strength points separate from divisions. The strength points are placed under a detachment counter in the arrival space.
2.63 The following general restrictions apply:
• There can be at most one detachment in any space. Any other SPs detached in the space are added to the existing detachment.
• A Union detachment can be absorbed only by a unit of the same army.
• A detachment cannot be absorbed by a different unit in the same impulse it was created.
• The number of detachment/replacement leader units available for each army is a design limit. A detachment/ replacement counter can be re-used any number of times.
• A detachment which has not yet moved can be picked up and absorbed by a moving division. A detachment can be absorbed at the end of its movement, but the absorbing unit cannot then move.
2.64 Fatigue and demoralization affects detachments as follows:
• A created detachment inherits any demoralization or fatigue condition of its parent unit.
• When a fatigued or demoralized detachment is absorbed, the parent unit inherits those conditions, unless it is demoralized already.
2.65 The following strength point limits apply:
• A detachment leader cannot be assigned more than two strength points, unless he is in a supply base city (e.g., Paducah for the Union) or being moved by rail movement or river transport (from a supply base to join divisions at the destination).
• A detachment leader in a supply base city can amass up to 10 SPs and can be moved by rail or river to join divisions at the front. When he ends his rail movement or debarks from the transport, if not in a supply base city, all SPs in excess of two must be assigned to another leader (and are eliminated if no such leader is available).
2.66 Detachment movement:
• A detachment has a movement allowance of only one movement point, regardless of weather.
• Detachments cannot perform any of the actions which require initiative (battle reinforcement, force march, reaction). Their initiative rating exists solely for purposes of comparison with enemy leaders when necessary.
• A detachment cannot move into an enemy-occupied space or attack.
DESIGN NOTE: It will be noted that when a detachment/ replacement counter is brought into play as a replacement leader, one less detachment becomes available. This is intended; the detachment leaders and the replacement leaders come from the same pool of men, the more experienced and senior colonels.
2.7 Game Scale
Each turn represents one quarter of a month. There are four game turns per month: March I, March II, March III, and March IV, for example. The game begins in the February I turn and continues through April IV.
The average distance between spaces is 18-20 miles on land and 15-18 miles on rivers.
Each strength point represents about 1,000 soldiers. A battery represents about 10 heavy guns. All Union gunboats and Confederate ironclads represent individual gunboats; other Confederate naval units, and all river transport units, represent multiple vessels. The optional mortar boat unit (rule 21.2) represents about ten mortar boats.
2.8 Dice
One ten-sided die (“D10”) is supplied with the game. Read ‘0’ as zero, not ‘10’ as in some other games.
2.9 Turn Record Track
This track appears on the mapsheet, and shows arrival of reinforcements (5.0) as well as random events (6.0), weather die-roll modifiers (4.0), and dark night (10.35); see map reference.
GRANT - The Western Campaign of 1862
3.0 SEQUENCE OF PLAY
Grant - The Western Campaign of 1862 is played in gameturns. Each game-turn consists of the following phases, in order:
I. Weather Phase (skipped on Feb I turn)
II. Reinforcement Phase (none on Feb I turn)
III. Random Events Phase (skipped on Feb I turn)
IV. Impulse Phase
The Impulse Phase consists of several individual impulses, in each of which some of the units of one side move and attack. Impulses are repeated until the impulse chits have been used up. Each impulse consists of the following steps: Draw impulse chit to determine which units are active this impulse.
A. Check supply for active units
B. Movement, Reaction, and Combat. Active units (and stacks) can move and attack in any order.
The land combat sequence includes:
a) Check supply for defenders
b) Surprise Check
c) Combat Rounds. Each round includes:
(1) Front and Rear Rank assignment (9.14)
(2) Fire or Voluntary Retreat [front rank units] (9.3, 9.81)
(3) Check leader casualties as needed (9.7)
(4) Morale checks (9.5); involuntary retreat (9.82) (if battle over at this point, proceed to step (d))
(5) Rally [rear units] (9.54)
(6) Battle Reinforcement (9.6)
Rounds continue until one side is forced to retreat or chooses to do so.
d) Loss Assessment
e) Check for major/minor success
The naval combat sequence includes:
f) Four combat rounds (simultaneous fire)
g) If an amphibious assault is declared, all batteries at the site must be suppressed within 4 rounds, before the land assault can be conducted. (10.42)
C. Regrouping
1. Active units which did not fight a battle may attempt to rally.
2. Fatigue markers not placed in this impulse are removed.
D. Battery units suppressed in this impulse recover from suppression (10.15).
V. Turn End Phase
A. Assess control of spaces and place markers as needed.
B. Award Confederate victory points for occupation of victory objectives (15.12).
C. Check for surrender of Island Number Ten (11.14).
D. Flip all naval units face up.
E. Advance the Game Turn marker to the next space on the Turn Record Track.
3.1 Impulses
The main action of each turn occurs in the Impulse Phase. This phase consists of a sequence of impulses, determined by chit draw. In each impulse you move one portion of each side’s forces.
3.11 At the start of each full game turn, place all the Impulse Chits into a cup:
• Army of the Tennessee (3)
• Army of the Ohio (1)
• District of the Mississippi (1)
• Confederate - Army of Central Kentucky (1)
• Confederate - Army of Mississippi (1)
• A.S. Johnston (1)
3.12 In each impulse, the players draw one chit. Depending on the chit drawn, certain units are activated, meaning that they can move and attack in that impulse.
• A Union army chit activates units of that army.
• “Army of Central Kentucky” activates all Confederate forces on the eastern section of the map, as determined by the Tennessee River and lines printed on the map (2.18).
Note that the Fort Henry space is on the eastern side of the river.
• “Army of Mississippi” activates all Confederate units in the western map section.
GRANT - The Western Campaign of 1862
• A Confederate unit’s location at the start of the game turn determines when it moves. Each Confederate unit is always activated in just one impulse. If it moves from the west section to the east or vice versa, it doesn’t get to activate a second time if the chit for its new location is drawn.
• Confederate units are not permanently assigned to armies as Union units are. Their activation is determined strictly by their location.
DESIGN NOTE: The Confederacy did have army organizations, but in this theater they were much less rigid than the organizations on the Union side. One reason for this was that the Confederates had a single, effective theater commander, A.S. Johnston; this was not the case for the Union.
3.121 In each impulse, all active units can move by land movement or river transport. Each land unit can be activated in only one impulse per game turn.
3.13 There are multiple chits for the Army of the Tennessee (Grant’s army). The Union player can choose to take his impulse for this army either at the first chit, or the second, or the third, each turn. All units of the army must be moved in the same impulse (in other words, you can’t move some when one chit is drawn and some when another chit is drawn). Once the army has taken its impulse for the turn, its further chits have no effect.
3.131 If Grant is killed or wounded (9.7), only two Army of Tennessee chits are used while Grant is out of play. On the turn Grant returns to play, the army once again gets all three chits.
3.14 The Albert Sidney Johnston chit is a wildcard according to where Johnston is at the start of the turn. It counts the same as the Army of Central Kentucky chit if Johnston starts the turn in the East section of the map, and it counts the same as an Army of Mississippi chit if Johnston starts the turn in the West section. In this way one of the two Confederate armies has two chits. As with 3.13, the Confederate player can take the impulse for this army either when the first of the chits is drawn, or with the second. (Note that the A.S. Johnston chit allows movement of ALL Confederate units in his half of the map -- not just Johnston himself.)
3.141 If Johnston is killed or wounded, Beauregard inherits the abilities of the Johnston chit (9.751).
3.15 Each naval unit can be moved in any of the controlling player's impulses, but only once per turn. Naval units are flipped over after movement.
3.16 Units whose impulse it is are termed active units. It is very important to understand that each army and each naval unit can be active just once per turn, even though there are multiple chits which can cause them to become active.
At this point, before going further, we recommend you read the Comprehensive Example of Play, found in the Play Book. This will give you a good idea of how all the game’s systems operate together, and a good framework for the rest of the rules
4.0 WEATHER
DESIGN NOTE: Weather had a significant effect on this campaign. The first part of the campaign was fought in heavy rains which caused rivers to flood and reduced roads to morasses. As the commanders lacked any accurate or reliable meteorological service, weather occurs in the game randomly.
4.1 In the Weather Phase at the start of each game turn the players determine the weather for that turn.
4.2 On the first turn (Feb I), the weather is automatically Light Rain.
4.3 On Feb II and after, roll one die for weather. This die roll is modified by a modifier which appears in a black circle on each space of the Turn Record Track. Consult the Weather Track (on Map) which shows the die roll required for each type of weather. For example, a modified roll of 6 or more results in Clear weather. The values are printed directly in the track boxes. The required die rolls also appear on the Weather Chart.
4.4 Place the Weather marker on the Weather Track to record the weather.
4.5 If the previous turn was Heavy Rain or Rain, and Clear is rolled this turn, then the weather is Light Rain. The Weather Track includes a reminder of this. The Weather marker can also be flipped to its reverse side when the weather is Rain or Heavy Rain, as an additional reminder.
4.6 Weather affects many game actions, notably movement and combat. These effects are listed in each section of rules and on the relevant tables, but are summarized in the Weather Chart (see chart & tables) for reference. (The movement allowances in each weather condition are also listed in the Movement Allowances chart.)
GRANT - The Western Campaign of 1862
5.0 REINFORCEMENTS
In the Reinforcement Phase, players receive reinforcement units as listed on the Turn Record Track. All reinforcements are placed on the map at this time, not during impulses. The Union player places his reinforcements first. (Note, additional new units can sometimes arrive as a result of Random Events, 6.0.) The Reinforcement Phase is skipped on the first turn, Feb I.
5.1 Reinforcement Arrival
Reinforcements are shown on the Turn Record Track. Each reinforcement unit is backprinted with its turn (or event) of arrival, and (for infantry units) with a number of strength points.
• Named leaders are listed by name and number of accompanying strength points.
• In some cases, the track shows simply a number of strength points. These arrive as a detachment at any reinforcement city (5.11). They can also be placed directly into a unit located at a reinforcement city. The points may be split among different cities.
• The Confederate player also receives “construction points” to build forts. (12.1) He may use them at this time or during one of his impulses.
5.11 Reinforcing units are placed at reinforcement cities, which are marked with city images. For the Union, these are Louisville, Paducah, Cairo, Commerce, and Cape Girardeau; for the Confederates they are Memphis, Corinth, Columbia, Nashville, and Stevenson. (It is not sufficient simply to have a supply symbol with no city image.)
• For the Union, units of the Army of Tennessee arrive at Cairo or Paducah; units of the District of the Mississippi arrive at Commerce or Cape Girardeau. The Army of the Ohio receives no reinforcements unless the Union player decides to use one of his reinforcing detachments for that army, in which case it arrives at Louisville.
• Confederate reinforcements are marked as arriving either ‘W’ (West) or ‘E’ (East), referring to those sections of the map. West units can arrive at Corinth or Memphis; East units can arrive at Columbia, Nashville, or Stevenson.
5.12 Union river units can arrive in a river space adjoining either Cairo, Paducah, Louisville, or Cape Girardeau. Confederate river units of all types (except for the Eastport and the Nashville squadron) arrive at the river space adjoining Memphis.
5.13 In all cases, units cannot arrive at an enemy controlled space. If no space is available, then reinforcements are delayed until a space becomes free.
5.14 Reinforcing units can move and fight normally on the turn of arrival.
5.2 Special Reinforcements
5.21 The Confederate player draws three Flotilla units (2.43) on the Feb III turn. The counters not drawn are set aside. The ships drawn immediately enter play as reinforcements. They are placed on the map with their front side up.
5.22 The Union leader Stanley arrives March I, but without strength points. He can be allotted strength points from any detachment or other units in the space where he arrives. (The four-point detachment that starts the game at Commerce are the troops who became Stanley’s division.) He moves normally in the turn he arrives -- the penalty for receiving SPs does not apply.
5.23 Special Confederate Leader Swaps: In the March IV turn the Confederate leader McCown is removed from play and replaced with Mackall. If McCown has already been removed through leader casualty, then Mackall arrives as a reinforcement with no strength points. In the same way, Wood replaces Crittenden on April I. Any strength points or Demoralization marker belonging to the outgoing leader are transferred to the new one. Note: Players may wish to place these two counters reverse-side up on the turn track as a reminder that they are replacements, not reinforcements.
DESIGN NOTE: John P. McCown was relieved for incompetence following the bungled withdrawal from New Madrid. We assume that even if that specific event has not occurred, McCown will have given his superiors reason to make the change. George B. Crittenden was placed under arrest during this campaign on charges of drunkenness and dereliction of duty, behaviors which we assume would have manifested themselves independent of game events. His brother Thomas, who had a longer and more successful career -- on the Union side -- is also in the game, as a division commander in the Army of the Ohio. The Crittendens, like many other Kentucky families (including the Lindsays, ancestors of the designer) were divided, with some family members supporting each side.
GRANT - The Western Campaign of 1862
6.0 RANDOM EVENTS
DESIGN NOTE: Certain chance happenings had a significant effect on the course of the campaign. These occur in the game as Random Events.
6.1 Random events occur by chit draw. There are no random events on the first turn (Feb I). Thereafter, one chit is drawn in the Random Events Phase of each game turn.
6.2 All active random event chits are placed in a cup from which one can be drawn each turn. The Turn Record Track lists the chits to be added to the cup each turn. This information is also printed on the event counters.
6.3 After drawing a chit, refer to the Random Events Chart to determine its effects. A brief statement of the event appears on the back of the counter.
6.4 Some events, as specified on the chart, can occur only once or twice. In this case the chit is removed from play when drawn (or the second time it is drawn). Others can recur any number of times, in which case the chit is returned to the cup after being drawn. This recurrence information is also printed on the event counters.
6.5 Some events specify early or additional reinforcements. These arrive immediately. Their locations are governed by the reinforcement rules (5.0).
6.6 Events 3 and 4 specify additional strength points for each side. A point arriving as a result of this event can be placed directly with any friendly unit in supply. The reinforcement rules do not apply.
6.7 Events 1 and 2 specify that one thing scheduled to arrive on the following turn arrives this turn. This can be a regular reinforcement, an additional SP, an ironclad or wounded leader returning to play, a battery, the canal, or (in the case of the Confederates) a construction point, commanding player's choice. If nothing is scheduled to arrive on the following turn, this is treated as No Event.
DESIGN NOTE: Most of the random events relate to either additional reinforcements, or reinforcements arriving earlier. The events for Confederate naval units postulate that the Confederates had completed the units earlier and also decided to employ them in this theater (as opposed to New Orleans or elsewhere).
The events for Halleck interfering re-create what actually happened to both Grant and Pope at different junctures in the campaign. Halleck, in a fit of pique, effectively suspended Grant from duty for a little over a week, and
later interfered with Pope as the latter was advancing toward Memphis near the close of the campaign.
7.0 LAND MOVEMENT
7.1 March Movement
Units move overland in their own impulse by march movement.
7.11 March movement is governed by a unit’s movement allowance, determined as follows:
• Infantry divisions have a basic movement allowance each turn depending on weather. The movement allowances in each weather condition are listed in the Movement Allowances chart, which appears on the map and in the charts & tables cards.
• An army leader moving alone has a movement allowance of 5 in clear or light rain weather, 4 in rain, and 3 in heavy rain. This applies only if the leader is moving by himself; if he accompanies an infantry unit for any part of that move, he uses that unit’s movement allowance.
• Detachments, demoralized units, and fatigued units all have a movement allowance of 1 in all weathers.
• A division can increase its movement allowance through force march (7.2).
7.12 Units march from space to space along connecting lines, expending movement points (MPs) to do so.
• Most connectors cost 1 MP to traverse.
• Connectors labelled with “A” indicate that it costs all the unit’s MPs -- independent of terrain and weather -- to enter the connecting space. (For example, it takes a Confederate unit’s full movement allowance to move between Riddle’s Point and Arkansas in either direction.)
• In clear weather or light rain units pay a cost of +1 MP to cross a minor river unless at a bridge. In Rain, minor rivers can be crossed only at a bridge, and they cannot be crossed in Heavy Rain. For purposes of these rules “bridge” includes both printed railway bridges and bridges the players build (13.4). The presence of enemy naval units, including enemy gunboats, does not block a bridge unless the gunboat destroys the bridge (13.3).
• There is no guaranteed minimum move; in the event a unit does not have enough MPs to complete any available move, it may not move.
GRANT - The Western Campaign of 1862
7.13 A stack of units can march as a stack if and only if accompanied by an army commander. In this case the army commander’s initiative value is used for all force march and reaction attempts. Units march singly when not with an army commander.
7.14 A marching stack can pick up or drop off units. A unit can be picked up only if it has not yet moved in this impulse. A unit which is dropped off can move no further in this impulse. Units can absorb detachments (in the Union case, from their own army only) or drop them off as they move; this is a special case of picking up or dropping off units. There are no stacking limits.
7.15 Units must end their move when they enter an enemyoccupied space or when an enemy unit enters their space in Reaction.
7.16 Battery units can be moved overland one space (at the cost of being suppressed; see second bullet below) in clear or light rain weather, only. They can be moved by rail and by river transport.
• A battery unit can enter an enemy-controlled space only if accompanied by a friendly infantry unit.
• A battery becomes suppressed when it moves. It cannot fire again until it recovers (10.15).
• Batteries cannot use ferry movement (7.18).
7.17 Detachments, fatigued units, and demoralized units have only one movement point, regardless of weather. These units cannot enter an enemy-occupied space. If such a unit attempts a move and the enemy reacts into the space, the detachment cannot enter the space.
DESIGN NOTE: Detachments are intended to represent small forces of one or at most two regiments under a senior colonel. These forces would not be used offensively. If blocked by the enemy they would sit and await reinforcements rather than bringing about a battle. Demoralized or fatigued units are recovering from battle and are not capable of offensive action.
7.18 Ferry: In clear or light rain weather (only), a unit which begins the impulse at a major river landing may spend its entire impulse crossing the river to an adjoining river landing on the other side.
• Ferry is not allowed if the river space is occupied by an enemy gunboat, or if the other river landing contains an enemy infantry or cavalry unit or unsuppressed battery (i.e. you cannot use ferry movement to make an attack). Enemy transports do not prevent ferry movement.
• Ferry cannot be done in Rain or Heavy Rain.
• If an enemy unit reacts successfully into the space (7.3), the ferry movement does not take place and the enemy unit enters the space.
• Ferry does not require a friendly transport unit. A friendly transport gives no special ability to cross a river apart from naval transport (8.2).
• Ferry cannot be used for reaction or battle reinforcement.
• A unit can ferry even if its movement allowance is reduced for lack of supply (applies to Union units only).
• Batteries cannot use ferry movement.
DESIGN NOTE: Concerning the issue of enemy transports in the space, it should be noted that at this time river transports were manned by civilian crews for whom the carrying of soldiers for the war was just another job. They would not have put themselves in the path of armed men, and the boat owners would not have wanted them to. In any case, if the transports did somehow try to interfere, they would have been driven off by field artillery.
EXAMPLE 3: Ruggles could spend his entire impulse to ferry from Savannah to Pittsburg Landing. The gunboat Essex would prevent a similar move from Carrollville to Shannonville. Ruggles could not use ferry to move to Crump’s Landing since it does not adjoin the same river space as Savannah.
Example 3
GRANT - The Western Campaign of 1862
DESIGN NOTE: Ferry movement represents commandeering enough rafts or other small craft, which were everywhere available on these major rivers, to move the men across in small groups. In some cases there were actual ferry boats.
7.2 Force March
A marching infantry unit can attempt to force march one additional space, provided the weather is not Heavy Rain. A unit cannot force march in the same impulse that it is transported by river.
7.21 Force march can be declared at any time during a unit’s regular movement, or at the end. To resolve a force march attempt, roll the die and consult the Initiative Table. (Note: This same table is used for Force March as well as Battle Reinforcement and Reaction.) Each unit rolled for must complete its move (including any combat triggered) before other units are rolled for.
7.22 Units can force march as a stack if moving with an army commander. The army commander’s initiative modifier is added, as is the lowest (worst) initiative value of any division commander in the stack. An army commander who is not being used to force march a stack can add his initiative value to that of any one division commander in his space who is attempting a force march. (The army commander can do normal movement, not force march, in the same impulse.) An army commander who is being used as a division commander and commanding strength points directly cannot give either of these benefits.
• When units force march as a stack, any fatigue result (modified die roll 0 or less) applies to all units in the stack.
7.23 If the force march succeeds, the unit or stack gets one additional space of movement. MP costs do not matter, but the space must be a legal move.
7.24 Detachments, demoralized or fatigued units, leaders by themselves, batteries, and cavalry (optional rule 18) cannot force march.
7.25 The outcome on the Initiative Table can cause the unit to become fatigued at the end of its move.This Fatigue marker remains until the end of the unit’s next impulse. In the case of a stack attempting to force march, each unit in the stack suffers fatigue.
EXAMPLE 4: Mitchel has reached Murfreesboro but exhausted his movement allowance. The Union player wishes to reach Berlin so he attempts Force March. The weather is Light Rain. Mitchel rolls a 4. The only applicable modifier is +1 for Mitchel’s initiative value. (The Initiative table lists -1 in Rain, but this is Light Rain, so that modifier does not apply.) The modified roll is 5, so the force march succeeds and Mitchel can go to Berlin. He can make this move even though it costs 2 MPs (+1 for the minor river) because the award is one space, not one MP. In Rain or Heavy Rain he would not be allowed to make this move because the minor river could not be crossed in either of those weather conditions.
7.3 Reaction
An inactive unit can attempt reaction when an enemy infantry unit attempts to move by land movement into its own space, or into an adjacent space that is not already enemy-occupied. Reaction can be used either to intercept an enemy move, or as a form of retreat before combat.
7.31 The reacting player must designate the reacting units and the space they will react into. This space can be any non-enemy-occupied space to which the units can move by normal land movement (not ferry or river transport) given the weather prevailing at that time, except the space the moving units are moving out of at that moment.
DESIGN NOTE: At this scale of game, move and reaction is a simplification and abstraction of a process happening hour by hour in real life. You can’t react into the space the enemy is leaving because they would not let you do that, and it would lead to ridiculous results. If you wanted to intercept them in that space, you should have done it when they moved in.
Example 4
GRANT - The Western Campaign of 1862
7.32 All reaction moves in response to a particular enemy move are declared before any are resolved. 7.33 The following limitations apply:
• Units cannot react to naval movement or river transport. They can react to enemy units debarking, subject to all other limitations.
• An enemy force moving into an adjacent space that is already enemy-occupied does not trigger reaction.
• Units cannot react into an enemy-occupied space or into the space the moving units came from.
• Demoralized or fatigued units can only react into a space the moving units are not trying to enter -- i..e, they cannot react so as to become involved in a battle. A die-roll modifier applies (see table).
• A detachment leader cannot use reaction (not even as part of a stack).
• Batteries cannot take part in reaction.
• Units cannot react to movements by enemy cavalry unaccompanied by infantry, nor to movement of a leader by himself.
• Ferry movement (7.18) cannot be used in reaction.
• Units cannot react in response to a retreat or to reaction, only in response to normal land movement.
• Only inactive units react. Active units (the ones whose impulse it is) do not react.
7.34 To resolve a reaction attempt, roll one die and consult the Initiative Table. Apply die-roll modifiers listed with the table. Note: The Initiative Table is used for Reaction, Force March as well as Battle Reinforcement. There are several modifiers that apply specifically to reaction attempts.
7.35 If units successfully react to a space into which enemy units intended to move, all successfully reacting units are placed in that space (i.e., they get there first). In the case where the space already contained friendly units, the reacting units join the units that were already there. In either case a battle occurs immediately, with the moving force as the attackers. The successfully reacting units receive any terrain benefits for being in the space.
• If the original moving units are not allowed to attack (i.e., they are detachments, demoralized, or fatigued), there is no battle. The moving force halts its movement.
7.36 Units (except detachments) can react as a stack if moving with an army commander. The army commander’s initiative modifier is added, as is the lowest (worst) initiative value of any division commander among those moving in the stack. An army commander who is not being used to react with a stack can add his initiative value to that of any one division commander in his space who is attempting to react. An army commander who is being used as a division commander and commanding strength points directly cannot give either of these benefits.
• When units react as a stack, any fatigue result (modified die roll 0 or less) applies to all units in the stack.
7.37 An army commander may react by himself, and he automatically succeeds. However, in this case he cannot benefit any other unit’s reaction attempt.
EXAMPLE 5: Grant is stacked with C.F. Smith and Wallace. A Confederate stack moves into an adjacent space. Grant wishes to intercept this move and force a battle in that space. He can attempt to react with both the units or with one. If he reacts with both, he will add +2 for himself and then -1 for Wallace (the worst of the three). He could also react just with Smith, in which case he would add +3 (+2 for himself and +1 for Smith). In that case the battle would open with Smith fighting alone (or with Grant, if Grant accompanied him); Wallace could attempt to reinforce. Grant could also choose to have one of the units react somewhere else, while the remaining unit reacts into the battle space.
7.38 Each unit can attempt to react any number of times in the same impulse until one of its reaction attempts ends in a battle. A unit which has fought a battle cannot do any more reaction moves in that same impulse.
• Reaction can be used as a form of retreat before combat, with a unit reacting to avoid an enemy unit trying to enter its space. In principle this can be repeated any number of times in the same impulse up to the movement allowance limit of the advancing unit, even including force march.
Example 5
GRANT - The Western Campaign of 1862
EXAMPLE 6: Mitchel moves from Stewartsburg to Murfreesboro. Johnston decides to react with his whole stack. Modifiers are:
+1 for Johnston’s initiative
-1 for Mitchel’s initiative Johnston rolls a ‘6’, and the reaction succeeds. His stack is moved to the Murfreesboro space. Mitchel is moving into that space so a battle will result immediately.
7.4 Rail Movement
Confederate units may use rail movement. Union units may not move by rail. Rail movement is not to be confused with ordinary space-to-space march movement over a rail connection.
7.41 The Confederate rail capacity is any one of the following per turn, which must all be moved together as one stack:
• One land combat unit (of any size), plus any number of leaders without troops, or
• Two batteries moving together, plus any number of leaders without troops, or
• Any number of leaders without troops, not accompanying a combat unit or battery.
“Combat unit” includes both named leaders and detachments, and infantry or cavalry. Fatigued or demoralized units can use rail movement.
7.42 A rail move can be up to ten spaces in length, on continuous Confederate controlled railways and over intact bridges (unless a Union gunboat is present, 7.43). Note that this is ten spaces, not ten MPs; no terrain costs are paid. Rail movement is allowed in all types of weather. Rail movement is not allowed in any rail space which lies behind a Union railhead marker (13.1).
7.43 A rail moving unit cannot enter an enemy-occupied space. A rail move cannot cross a bridge if a Union gunboat is located in either adjacent space.
7.44 Rail movement cannot be combined with march movement or river transport in the same impulse.
7.45 If Nashville falls, no rail movement is allowed on the eastern portion of the map (2.18) for the remainder of that turn and the complete following turn. Rail movement in the western portion is still allowed.
DESIGN NOTE: The railways south of Nashville were tied up for days with people and goods being evacuated from the city.
7.46 The Rail Move counter can serve as a reminder and record of whether rail movement has yet been used in the current turn. Flip it to its Used side after using rail movement each turn.
8.0 RIVER MOVEMENT
River movement refers to movement of gunboats and transports, including the transport of land units.
8.1 Basic River Movement River units occupy the river spaces (circles) and move from circular space to circular space, counting between consecutive spaces. They do not move into the rectangular land spaces.
8.11 River units pay movement costs as follows:
• Travel in the upstream direction costs 2 MPs per space
• Travel downstream costs 1 MP per space.
See 2.13 concerning upstream and downstream directions on the map.
8.12 A river unit can move in any impulse, but in only one impulse per game turn. After moving a unit, you can flip it over to show it has moved. At the end of the turn, flip all naval units face-up.
8.13 Any number of naval units of either type can move together as a stack (no army commander required). If a moving unit or stack enters a space with friendly river units which have not yet moved in that turn, then those units can join it and they can continue moving together, with the stack’s movement allowance limited by the smallest number of movement points remaining to any of its units. Likewise, a stack can leave behind units as it moves, but such units cannot move further. (‘Picking up’ of land units, and their transport, is explained in 8.2.)
GRANT - The Western Campaign of 1862
8.14 A battery in a river landing interdicts the adjoining river space. Interdiction blocks movement by enemy vessels, including embarkation or debarkation.
• A battery which has been suppressed in combat (10.15) does not interdict.
8.15 A gunboat must pay 5 additional movement points to enter a space interdicted by a battery or occupied by an enemy gunboat. Naval combat immediately ensues with the moving gunboat as the attacker (10.0).
• If an activated gunboat wins a battle, it can continue moving with any remaining movement points. If it remains in the space, it can lend gunfire support to a land battle in an adjoining land space in that same impulse.
• In the latter part of the game the gunboats also have the option to run past batteries (10.3). This procedure includes the possibility of some limited movement after combat.
8.16 A transport unit moving without a gunboat cannot enter any of the following:
• A space interdicted by an unsuppressed enemy battery
• A space occupied by an enemy gunboat
• A space which adjoins, on both sides of the river, landing spaces occupied by undemoralized enemy infantry. Note that only infantry units block; cavalry and army commanders do not. Infantry just on one side does not block; both sides must be occupied. Transports moving with a gunboat ignore this restriction; enemy infantry does not affect them.
DESIGN NOTE: Enemy field artillery on both sides of the river at the same point could prevent the movement of transports; the Official Records contain specific references to this. However, a friendly gunboat would drive the enemy force away from the bank. Woodclad gunboats were used to convoy transports so as to avoid this situation.
8.161 A transport does not impede the movement of enemy transports into or through its space.
8.2 River Transport
Land units can be moved by river transport.
8.21 A single transport can carry any one of the following:
• One infantry or cavalry unit (of any size), plus any number of leaders without troops, or
• Two batteries moving together, plus any number of leaders without troops, or
• Any number of leaders without troops, not accompanying a combat unit or battery.
Fatigued or demoralized units can be transported. For the Union player, the Engineers of the West counts as one land combat unit. (Note: the limits per transport are the same as the Confederate rail movement limits per turn; see 7.41.)
8.22 A transport can drop off one unit, then pick up and drop off another, and so on up to the limits of its movement allowance. It must stop if it debarks a unit for an amphibious attack.
8.23 To embark, the land unit must be located in a river landing space and the transport in an adjoining river space. The land unit is placed underneath the transport, which is then moved according to the rules for river movement.
• Units can debark only into river landing spaces adjoining the transport's river space.
• To embark or debark an infantry unit or any batteries costs the transport 4 MPs. (Two batteries can be embarked or debarked in the same space for one cost of 4 MPs, not 4 MPs per unit.)
• An army commander can be embarked or debarked at the same time as another unit at no extra cost. To embark or debark just an army commander, with no other unit, costs the transport 1 MP.
• A unit can be embarked, debarked, or moved by river only in the impulse in which it is active. (Naval units in general can move in any of their side’s impulse, but if carrying a land unit they are restricted to that unit’s impulse.) A unit can remain embarked at the end of the impulse (i.e., across impulses and across turns).
• A transport can pick up a unit from one side of a river space and drop it off immediately on the other side (paying 8 MPs: 4 to embark and 4 to debark), but this is considered naval transport, and the land unit is restricted as per 8.24. Apart from this, a transport unit gives no special ability to cross a river.
GRANT - The Western Campaign of 1862
8.24 Transport moves follow the same principle with respect to moving stacks as other types of moves. An infantry unit can march to a transport unit which has not yet moved, and the transport unit can embark and carry the infantry. After the infantry debarks, either the infantry can march further or the transports can continue moving, but not both. In the special case that the infantry debarks into an enemy-held space and attacks, the transports must cease movement –in other words, the infantry attack is equivalent to further movement.
8.25 Land unit movement before or after transport is subject to these limitations:
• Movement before/after transport is allowed only in clear and light rain weather.
• Any transported unit (except for a battery or detachment) can expend at most one MP. It cannot make any move requiring more than one MP. A transported unit cannot move after the dropoff if it moved before being picked up
• If the land unit moves before being transported then the transport cannot move to pick up the unit; it must start the impulse in the space where it picks up the unit.
• If a transported unit does not move after being dropped off, then the transport unit can continue moving, and can even do other transport in the same impulse. It can do this even if the land unit moved prior to being transported. In other words either the unit or the transport can move after the dropoff, but not both.
• Battery units and detachments can never move overland in the same impulse they are transported.
8.26 A detachment of any size can be transported by river, subject to the following:
• It can only debark in friendly-controlled spaces (not necessarily friendly occupied at the time).
• It cannot move overland (at all) in the same impulse it moves by river.
• Upon debarking at a river landing, the strength points in the detachment must be assigned to other units, if necessary, so that the detachment remains in compliance with the strength point limits of rule 2.65.
8.27 As with march movement (7.14), units in river movement can be joined by other river units that have not moved; and units can be left behind, but the left-behind units' move ends at that point. The following applies to moving multiple river units together for transport:
• A transport unit which has not yet moved can join another transport moving through its space, and then they can move together to pick up and transport land units. The stack’s movement allowance is limited by the smallest number of movement points remaining to any of its units.
• A stack of land units can move together by river transport using multiple transports without an army commander. But for multiple units to make an amphibious attack together, an army commander is required. See 8.28.
8.28 Debarking into a river landing space containing enemy units:
• Debarkation can occur into a landing space containing enemy land combat units, but only if the river space contains at least one friendly gunboat.
• An army commander by himself can’t debark into a landing space containing enemy units.
• The transport must end its move in the river space where the debarkation occurs.
• The attacking units are considered in supply for this combat if they were in supply at the start of the impulse, or if they were already aboard the transport at that time.
• A stack of land units (being transported by multiple transports, necessarily) can debark into an enemy-occupied landing space only if it includes an army commander.
8.29 Combat against gunboats occupying a river space and/ or batteries interdicting it is fought as soon as moving river units enter that space. If all enemy gunboats are driven away or sunk, and all batteries are suppressed, then units may debark from that river space into an adjacent landing space. (If that land space is occupied, they will immediately fight amphibious assault combat there.)
EXAMPLE 7: The transport at Cairo (A) moves upriver (paying 2 MP per space) to (B). The transport there accompanies the first transport for the rest of its movement. The two transports proceed to Paducah ( C ) and embark Sherman and CF Smith, paying +4 MP to do so. They continue to Chalk Level (D), at which point they have used 26 MP. They debark Smith and Sherman there. Smith and Sherman could move one MP from this point if they wished, since they did not move prior to being transported. Grant and Lew Wallace are at Fort Donelson (E). They move overland to Fort Henry (F), where there is a transport that has not moved. This transport expends four MP to embark them, and then carries them to Chalk Level (D).
Example 7
8
GRANT - The Western Campaign of 1862
EXAMPLE 8: Grant, McClernand, and C.F. Smith start at Fort Heiman. Two gunboats start at Cairo and and two transports and Lew Wallace start at Paducah. The Union player wishes to attack Fort Henry, which contains a Confederate battery and a detachment. This requires that the battery be suppressed, so he moves the two gunboats into the Fort Henry river space and fights the battery. He succeeds in suppressing the battery. Next he picks up Wallace (4 MPs) in one of the Paducah transports, then moves the two transports together to to Fort Heiman (6 MPs), where the second transport picks up Grant and Smith (4 MPs). The transports immediately unload the units in the Fort Henry space (4 MPs) for an amphibious attack.
Note that there is a gunboat present in the river space as required for amphibious assault. The transports must end their move because this is an amphibious attack. Assuming Grant and Smith take Fort Henry, McClernand could now use ferry movement to join them. If Fort Henry had not been Confederate occupied, one of the transports could have kept moving and picked up McClernand (using more of its movement allowance) and dropped him on the far side of the river, or transported him to a different space.
Example
8.3 Gunboat Reaction
GRANT - The Western Campaign of 1862
8.31 Gunboats can react into adjoining river spaces. Reaction can be attempted when an enemy river unit enters an adjoining river space.
8.32 All gunboats which will react from a single space to the same target space are rolled for together, as one stack.
8.33 A gunboat cannot react into a space that contains an enemy gunboat or is interdicted by an unsuppressed enemy battery.
8.34 The attempt is resolved using the Initiative Table, same as for land units. Only the following two modifiers apply:
+1 if every reacting gunboat has better speed (a greater movement allowance) than the slowest unit in the moving stack
+1 if the moving stack is travelling upstream
8.35 If the attempt is successful then the gunboat can immediately be placed in the adjoining river space. If an enemy unit was attempting to enter that space, battle ensues immediately. Surprise in this case does not apply.
• All the foregoing is equally true if the space was already friendly-occupied. The reaction attempt is resolved before any part of the battle resolution, and if reaction succeeds then surprise no longer applies.
8.36 A gunboat can make any number of reaction attempts in an impulse, or in multiple impulses of the same turn, until an attempt ends in a battle.
8.37 Only gunboats react. Transports cannot react.
9.0 LAND COMBAT
DESIGN NOTE: There were only a few large battles in this campaign, so this game opts for a rich and detailed combat system. The ‘hits’ inflicted in combat reflect primarily morale and organization damage (loss of cohesion). Physical losses (strength points removed) are assessed only after the battle. Morale and leadership are key, and a unit retains much of its effectiveness until it becomes demoralized and has to leave the line. In this campaign there was little difference in experience or quality between the troops on each side or between different units, as most of the soldiers in both armies had never seen combat before.
But there was great variation in the outcomes: one unit might break and run at the opening shots while another, equally new to combat, would fight heroically all day.
9.1 Combat Procedure
Combat occurs immediately when a moving unit or stack enters a space occupied by an enemy unit. The moving units are the attackers. The battle ends the attacking units’ movement for that impulse.
• A detachment leader, or a fatigued or demoralized unit, cannot move into an enemy-occupied space and thus cannot attack.
• Combat is not allowed in Heavy Rain turns. In Heavy Rain, units cannot move into spaces occupied by enemy units, as this would require combat.
9.11 Each enemy-held space can be attacked just once per impulse, by one moving unit or stack. Other units can move first into adjacent spaces so as to be battle reinforcements, but they may trigger reaction movement.
9.12 In a combat caused by reaction, the active units (the units whose impulse it is) are always the attackers. Any active unit which is either a detachment or demoralized or fatigued cannot take part in such a reaction because it cannot be an attacker.
EXAMPLE
9: Lew Wallace, C.F. Smith, and Sherman are at Paducah, but without an army commander (Grant is somewhere else). They wish to move to Mayfield, but lacking an army commander, must move one at a time. C.F. Smith moves to Mayfield. Ruggles decides to react into Mayfield, and reacts successfully. Ruggles is placed in the Mayfield space as defender and combat immediately ensues, with C.F. Smith fighting the first two rounds by himself. Lew Wallace and Sherman can attempt to enter the battle as Battle Reinforcements (9.6). Assume they both succeed in entering the battle, and win it, with Ruggles retreating. The Union units then cannot move any farther in that impulse.
GRANT - The Western Campaign of 1862
9.13 Battles are fought in rounds according to the sequence shown on the Sequence of Play chart. Rounds continue until one side retreats, either voluntarily (9.81) or because required to (9.82).
• Prior to combat rounds, players determine whether the defender is surprised (9.2).
• In each combat round, units on both sides fire.
• After fire, units on both sides check morale as required. If all of one side’s front rank units are demoralized at that point, that side has lost the battle and must retreat (9.82).
• If the battle continues, rear rank units on both side can then attempt to rally (9.5).
9.14 Front and Rear Rank: For each round of combat, each player (defender first) arranges his units into a front rank and a rear rank. Units in the front are fighting; units in the rear are protected and are attempting to rally. A single unit can change between front and rear any number of times during the battle.
• Undemoralized units (including any fatigued units) go in the front rank. (This is true even if the unit is of such low strength that it can no longer hit anything with its own fire.)
• Demoralized units always go in the rear rank, except for the special case described in rule 9.141. (The Advanced Fort Combat rule, 24.0, makes some modifications to this rule.)
• Army commanders can go in either the front or the rear rank at the player’s option (9.4).
• The Battle Display, located near the west map edge, can be used to organize front and rear ranks. The front rank area has a separate section for units which require a morale check in the current round (9.5). The Battle marker can be placed in the space where the battle occurs, so as not to lose track. (I am indebted to Tom Lee for the idea of the Battle Display, and to Merv Cross for the ideas of the marker and the morale check area.)
9.141 In the special case where all defending units are already demoralized at the time they are attacked, all the defending units will go in the front rank (and have the opportunity to fire). The combat will last just one round, since all the defending units will be demoralized and have to retreat (9.82).
9.15 If the battle is taking place in a fort space, the defender has the option, before rounds commence, of defending outside the fort or retreating inside it.
• If the defender chooses to defend inside the fort, he receives die-roll benefits from the fort (9.35) but he cannot retreat overland from the battle. Retreat onto transports is still permitted. Voluntary retreat is not allowed (except onto transports).
• If the defender chooses to defend outside the fort, he receives no defensive benefits from the fort but is allowed to retreat by land (or by transport, if available) either voluntarily or in case the battle is lost. He retreats to an adjacent space, not inside the fort.
• The defender cannot have some units defend inside and some outside. He must choose either all one or all the other.
DESIGN NOTE: The forts in this game are all constructed along rivers, to provide sites for batteries. A force which retreated inside one could be bottled up and forced to surrender, as happened at Fort Donelson. Players who want additional realism for this situation should try rule 24.0, Advanced Fort Combat.
9.151 When units defend inside a fort, attacking units must trace supply from the fort space at the moment of combat, and are halved (rounding down) if they cannot do so (14.111). This does not apply to units making an amphibious attack on the fort.
9.16 Combat Results: In each combat round, units can suffer “hits.” These do not equate directly to strength point losses; instead, they are a measure of the disorder inflicted by combat. Hits are converted to actual strength point losses following the combat. As units suffer hits, they may become demoralized. If all a side’s units become demoralized, that side loses the battle.
9.17 Batteries do not participate in land combat. They have special rules for retreat (see 9.87).
9.18 The losing side retreats from the battle (9.8); the winning side does not pursue or move further (including bridge/rail destruction), even if it was the moving force and had MPs remaining.
9.2 Surprise
GRANT - The Western Campaign of 1862
DESIGN NOTE: Surprise was a significant factor in the battles of this campaign, never more than at its greatest battle, Shiloh. Troops and commanders on both sides were inexperienced, and more prone to being surprised than they would be later in the war. The Confederates had the advantage that the campaign was fought mostly in territory friendly to them; the Southern commanders frequently benefitted from intelligence brought in by the civil population. Also, the Confederate cavalry at this stage of the war were superior at screening and reconnaissance. The rules make it harder for a large force to achieve surprise, as such a force has a harder time concealing its approach. Surprise also depends a great deal on the initiative of the commanders.
9.21 Prior to each combat (except in the case of reaction or a fort space, see 9.25), players determine whether the defender is surprised, using the Land Surprise Table. Only the defender can be surprised, never the attacker. The attacker rolls the die, applies modifiers listed with the table, and consults his column of the table (e.g. the Confederate column is used in Confederate attacks).
9.22 Each side applies exactly one leader initiative value as a modifier to the roll.
• If multiple units are attacking under an army commander, the attacking army commander’s initiative value is used. If only one unit is attacking, that unit’s value is used.
• If defending units are stacked with an army commander, the army commander's initiative value is used. If more than one army commander is present, the highest ranking commander (2.35) is used. If no army commander is present, the lowest single initiative value in the stack is used. (In other words, the defensive line is only as secure as its least vigilant commander.)
9.23 Surprise Results
Total surprise:
• Up to two defending units of the attacking player’s choice each take one hit, prior to combat. If there is only one defending unit, it takes just one hit, not two. The attacking player chooses the units.
• No defending army commander takes part in the first combat round -- neither to benefit combat nor to rally units.
• Doubling-Up Benefit: In the first combat round, the attacker can fire two units versus any number of targets even if he does not attack other defending units. (For example, if attacker and defender each have four units, two attacking units could fire against each of two defenders, with the others not being attacked.)
• The defender cannot use gunboat support (9.37) in the first three rounds.
• Defender -1 fire DRM in the first round
Partial surprise:
• One defending unit of the attacking player’s choice takes one hit.
• Doubling-Up Benefit: The attacker can fire two (and only two) units against a single defending unit in the first round, even if not all defenders are being attacked. (For example, if attacker and defender each have four units, two attacking units could fire against one defender; the remaining two attackers would each attack separate defenders.)
• Defender -1 fire DRM in the first round
• The defender cannot use gunboat support (9.37) in the first two rounds.
9.24 In an amphibious attack, treat any Total Surprise result as Partial Surprise.
9.25 No surprise check is made in the following cases:
• If the battle resulted from a successful reaction move by the defender. The stationary defending units being joined by reacting units do make a surprise check, even though the reacting units do not.
• If the defender is in a fort space.
• If the defender is in a landing, and a naval battle in the adjoining river space occurred in this same impulse.
Example 10
GRANT - The Western Campaign of 1862
EXAMPLE 10: This example will be used throughout this section to illustrate different aspects of the combat rules. It is a very scaled-down, simplified version of the battle of Shiloh.
Johnston, Ruggles, Hardee, and Bragg attack C.F. Smith and Sherman at Pittsburg Landing. (In the 19th Century the city name was spelled without the ‘h’ at the end.) Grant and Lew Wallace are downstream at Crump’s landing at the time of the attack, as is the gunboat Mound City. A transport and the gunboat Pittsburg are in the river off the landing, and Mitchel’s division (which belongs to the Army of the Ohio) is at Savannah across the river. Assume all divisions have 5 SPs.
For the surprise die-roll, the Confederate player subtracts 1 because of having a 3-division force. He adds +1 for Johnston’s initiative, and subtracts 1 for C.F. Smith (the lowest initiative value in the Union stack. Total modifier is -1. The Confederate player rolls a 9, which with modifiers becomes a 8: total surprise. Each of the Union units suffers a hit.
9.3 Fire
In each round, units on both sides fire. Units fire individually and all fire is considered to be simultaneous. Each fire attack is resolved as follows.
1. Assign a single target unit (9.31).
2. To determine which column to use on the Fire Combat Table, take the firing unit’s strength points and adjust for terrain and demoralization (rounding any fraction down) as follows:
• A demoralized firing unit’s strength is halved.
• The strength of a Union unit attacking when out of supply is halved.
• The strength of a unit attacking across a river or debarking from a transport is halved in the first combat round, only. Units on the attacking side which join the battle as reinforcements (9.6), and which debark from transports or cross a river, are halved in the first round they are in the battle.
3. Roll the die and apply modifiers listed with the table as follows:
• Apply the combat modifier of the firing unit, plus the modifier for an army commander if the player has assigned one to that unit for this impulse. Note that the unit’s own modifier is applied automatically every time the unit fires.
• Modifiers for current number hits on firing unit, forts, supply, surprise, and target unit being demoralized are listed with the Fire Combat Table.
• Halving of a unit’s strength is cumulative and fractions are dropped, but a unit’s strength is never reduced to less than 1, regardless of halving.
• Defending units receive the fort benefit only if they retreated into the fort (9.15).
• Gunboats can give a modifier for Gunboat Support (9.37)
4. Cross-reference the modified die roll with the column to read off the number of hits inflicted on the target.
9.31 The attacking player resolves fire first. Unless surprise (9.2) is in effect, each front rank defending unit must be fired on by at least one unit if possible. Units in the rear rank cannot be fired on. Apart from this restriction the attacker can assign targets as he wishes. The defender can assign his targets independently of which attacking unit fired where.
• All fire is considered to occur simultaneously; hits suffered in the current round do not affect fire in that round.
GRANT - The Western Campaign of 1862
9.32 A unit which crosses a river (including at a bridge) or disembarks from a transport is halved (round down) in its first round of fire, only; it fires at full strength after that. This also applies to units entering by battle reinforcement, either by crossing a river or by disembarking from a transport.
9.33 The effect of fire is that the target suffers hits. These are not strength point losses; instead, they are recorded with Hit markers. Hits are cumulative, e.g. if a unit has two hits and suffers three more, it now has five hits.
9.34 Units can accumulate up to six hits. A unit suffering a sixth hit is automatically demoralized.
• If a unit which already has six hits suffers additional hits, loses one strength point for each additional hit. This loss is assessed at the end of the current round of combat, after both sides have fired. This is the only case in which strength points are removed during combat, as opposed to during Loss Assessment.
9.35 Hits cause die roll modifiers to fire combat, as noted on the Fire Combat Table (and also marked on the hit counter). They also affect morale checks (9.5). Except as noted in 9.34, units suffer no strength point losses during the combat; they suffer losses when hits are removed in the Loss Assessment step. Note, it can happen that a weak unit suffers so many hits that its fire can no longer hit anything.
9.36 Units attacking a fort in land combat suffer adverse die-roll modifiers if the defenders defend inside the fort (9.15), as listed with the fire table. These apply only to fire against the units originally defending inside the fort, not to fire against any battle reinforcements.
• In the case of a major fort, the modifier depends on how many strength points are defending, as listed on the table. (This reflects the need to have sufficient troops to man the works.)
9.37 Gunboat Supporting Fire: If a battle is taking place in a landing space, a maximum of two gunboats in the adjoining river space can participate as support (subject to limitations of surprise, 9.23). Each gunboat can support only one infantry unit with a positive die-roll modifier in in combat rounds, as follows:
• In an amphibious assault, up to two gunboats can each contribute a +1 die-roll modifier to a single attacking unit in each combat round.
• When units defend in a landing, then up to two gunboats can each contribute one +1 die-roll modifier to a single defending unit, but only in the second and later rounds.
• Two gunboats cannot benefit the same unit -- i.e., no unit can receive more than one gunboat modifier. This applies both attacking and defending.
• In all cases, a maximum of two gunboats can benefit a single battle. Any gunboats in excess of two have no effect.
• The gunboat’s printed fire value does not affect supporting fire.
• Defending gunboat modifiers cannot be used in the first round of battle. It cannot be used in the first two rounds if the defender was partially surprised, and not in the first three rounds if the defender was totally surprised.
• Ground combat occurs after naval combat, and therefore gunboat supporting fire can be brought to bear only if all enemy batteries in the space have been suppressed and all enemy gunboats in the river space have been defeated.
DESIGN NOTE: The gunboat modifiers reflect the realities of trying to bring fire to bear from boats on rivers in this terrain. Gunboats are less helpful to the defense because much of the attacking line would likely be beyond reach of their fire. There was only so much room on the river adjacent to the battlefield and there was none of the fire direction and correction that a later century would bring.
9.38 A Union unit attacking when out of supply does so at half strength (dropping any fraction). A Confederate unit attacking when out of supply applies a -1 modifier to all fire die rolls. A unit of either side defending when out of supply applies a -1 modifier.
GRANT - The Western Campaign of 1862
EXAMPLE 11: (Continues previous example 10)
The Confederate player assigns Hardee and Ruggles to fire on Sherman’s division, and Bragg to attack Smith. (The ‘doubling up’ allowed under Total Surprise makes no difference in this case, as the Union has only two units and the Confederates have three.) Hardee and Ruggles both have +1 ratings; Bragg has -1. The Confederate player holds Johnston out of the action for this round. Net modifiers are +1, +1, and -1. Recall that each division pictured has 5 SPs. The die rolls for Hardee and Ruggles are 6 and 8, modified to 7 and 9 respectively, which on the 5 column gives a total of 3 hits. (The modified 9 does not cause a leader casualty check, as that occurs only on an unmodified 9; see 9.7.) These are added to the one hit Sherman already had for the surprise. Sherman now has 4 hits. The die roll for Bragg is 5, which is modified to 4, no hits.
The Union player decides that C.F. Smith will fire at Hardee and Sherman will fire at Bragg. (He is not allowed to have them shoot at the same target when there are other targets not being attacked.) Smith and Sherman each have a +1 modifier, but both must add -1 for surprise being in effect this round. The gunboat Pittsburg cannot lend a modifier this round, because of the surprise effect. Net modifiers are +0 for both. The die rolls are 3 and 8 respectively, yielding no hits on Hardee but two on Bragg.
9.4 Army Commanders in Battle
Each army commander can benefit one unit per combat round. This can be a front-rank unit or a rear unit. Each player makes leader assignments at the start of the round, before any dice are rolled.
9.41 If the army commander benefits a unit in the front rank, he provides modifiers for fire and any necessary morale check. He adds his combat modifier to the fire die-roll and his morale modifier to the morale roll (i.e. he benefits both). These rolls must be for the same unit.
9.42 A commander assigned to the front-rank option may be vulnerable to leader casualty in that round (9.7).
9.43 If the army commander benefits a rear rank unit, he adds his morale modifier to that unit’s rally attempt. This is in addition to the division commander’s morale modifier.
9.44 If multiple army commanders are present, each commander has the above options, but only one army commander modifier can be applied per unit. (This is applied in addition to the division’s own modifier.)
EXAMPLE: In the preceding example, suppose the Confederate player chooses to have Johnston benefit Bragg’s division. This produces a +1 additional modifier, for a modified roll of 5, yielding a hit on Sherman.
9.5 Morale, Rally, and Regrouping
A unit must check morale following a round of fire if it has a total of at least two hits and has suffered any hits in that round. If multiple hits are suffered in the same round there is just one morale check per round, not one per hit. On meeting this requirement a unit can be moved to the ‘need morale check’ portion of the Battle Display, so as to keep track.
• A unit which has suffered six hits is automatically demoralized, no morale check.
9.51 Units check morale individually. To perform a morale check, roll one die and consult the Morale Check column of the Morale/Rally Table. Add the division commander’s morale rating, and also apply the modifiers for current number of hits, listed with the table. If an army commander is benefitting this unit for fire/morale (9.41), add his morale rating in addition to the division commander’s.
• Note that leader casualties are assessed after the round of fire and before morale checks, so a leader killed or wounded in a round does not benefit any morale check in that same round.
GRANT - The Western Campaign of 1862
9.52 A unit which fails its morale check becomes demoralized. Place a Demoralization marker. This marker remains until the unit rallies. Rally can occur during the battle (9.54) or in the Regrouping step of a later turn (9.55).
• If strength points are transferred from a demoralized unit to another unit, the receiving unit also becomes demoralized.
9.53 Effects of Demoralization:
• A demoralized unit has a movement allowance of one MP in all weathers.
• A demoralized unit can be river transported, but not move before or after. It can debark only in a friendly-occupied space or friendly-controlled city.
• A demoralized unit cannot attack, cannot force march, and cannot battle reinforce.
• A demoralized unit can react, but not into a space into which enemy units are moving. In other words, it can attempt to evade enemy forces but not intercept them. A -1 die-roll modifier applies to the reaction attempt.
• Combat strength is halved (drop fractions).
9.54 Rally: A demoralized unit held in the rear rank during a combat round can try to rally. An army commander, if present, can benefit one such attempt if he did not benefit any front rank unit. The procedure is the same as for morale checks, but uses the Rally in Battle column of the table. An army commander can be used to benefit one such unit per round.
• A Rally result means the unit is no longer demoralized. Remove the Demoralization marker.
• A unit which rallies in battle reduces its number of hits as shown on the table. Ignore this result if the unit has no hits (this can only occur if the unit entered the battle already demoralized). Note that since every rally result in battle is accompanied by a reduction in hits, a unit will always have fewer than 6 hits after rallying.
• Note that per the sequence of play, rally can be attempted only if at least one undemoralized unit remains in the battle. If all front rank units become demoralized, the battle ends and no more rally is possible.
9.55 In the Regrouping step, any units which were active in this impulse and did not fight a battle can attempt to rally.
• In the Regrouping step, unlike morale checks in battle, the morale modifier of the highest ranking army commander
(if any is present) can be applied to every unit in the space. Units are still rolled for individually.
• The unit’s own morale rating also applies as usual.
• A +1 modifier is applied if the unit is inside a fort.
• Units which did not move or fight in that impulse receive a +3 die-roll modifier for regrouping. Being transported counts as movement for this purpose. (For purposes of record keeping, players can rotate a demoralized unit which moves by 90 degrees.)
• Read the result from the Regrouping column of the table. Reduction in hits does not apply in this case since units do not carry hits outside of battle (9.9).
9.56 Units can remain demoralized indefinitely, until they succeed in rallying during some Regouping step.
9.57 Fatigue has effects similar to demoralization, but it is separate, resulting from the hit/losses procedure at the end of combat. See 9.94.
Example 12
EXAMPLE 12: In the previous example, Sherman has suffered four hits. Sherman has a +1 morale modifier, while there is a -2 modifier for having 4 hits; total modifier, -1. Sherman rolls a 4, modified to 3, and is demoralized. On the Confederate side, Bragg suffered two hits and so must check morale. Bragg’s morale rating is +0, and his two hits give -1, net -1. If Johnston had been assigned to Bragg during the fire round then he could have benefitted this roll too, but as it stands, he cannot. The die roll is 2, so the check fails and Bragg’s division is demoralized.
9.6 Battle Reinforcement
In the Battle Reinforcement step of each round after the first, each side can try to reinforce from adjacent spaces. If the defender was surprised, then the defender can attempt battle reinforcement only starting with the third round. The attacker resolves his battle reinforcement attempts first, followed by the defender, using the Initiative Table. Battle reinforcement is the last thing done in each round, following all fire and rallying.
GRANT - The Western Campaign of 1862
Battle reinforcement is the last thing done in each round, following all fire and rallying.
9.61 A unit can attempt to reinforce if it has not yet fought a battle in that impulse, and is located in any of the following:
• In a land space connected to the battle, except a connection across a river in Rain.
• In a landing space, and an adjoining river space separates it from a battle in a landing space on the other side of the river.
• Embarked on a transport in a river space adjoining the battle, if there are no unsuppressed enemy batteries in the battle space.
• It is a gunboat in a river space adjacent to a river space which adjoins the battle, there are no enemy gunboats in that river space, and there are no unsuppressed enemy batteries in the battle space.
9.611 A maximum of two units per space can attempt to reinforce a battle in the same round. (This represents limits on road space leading into the battle area.) Units can reinforce from as many different adjacent spaces as are connected.
9.62 Battle Reinforcement Procedure: Roll the die and consult the Initiative Table. Apply modifiers listed for all attempts and also those listed for Battle Reinforcement only.
• An adverse table outcome can result in the unit becoming Fatigued, which prevents that unit from making any further reinforcement attempts (since a fatigued unit cannot do so).
9.621 Units are always rolled for individually in battle reinforcement. An army commander can add his initiative value to that of any one division commander in his space who is attempting to reinforce. An army commander who is being used as a division commander and commanding strength points directly cannot give this benefit.
• In battle reinforcement, any fatigue result (modified die roll 0 or less) applies to the individual unit rolling, only.
9.622 An army commander may reinforce by himself, and he automatically succeeds; but in this case he cannot benefit any other unit’s reinforcement attempt.
Example 13
EXAMPLE 13: Grant and Wallace can attempt battle reinforcement using the connection from Crump’s to Pittsburg Landing. The gunboat Mound City can attempt to reinforce and join the Pittsburg. Mitchel can attempt to reinforce across the river.
9.63 On a “Success” result, the reinforcing unit is moved into the battle space for the following round. Note that battle reinforcement attempts are resolved at the end of the round, therefore the units enter the battle only in the following round. Note also that since battle reinforcement cannot be attempted until the second round, the earliest that a reinforcing unit can actually take part is the third round.
• In the case of a unit embarked on a transport, the transport is moved into the river space adjoining the battle (if not already there), and then the unit disembarks.
• A battle reinforcing unit can leave a detachment behind in its original space. It can also absorb a detachment in its original space before completing its reinforcement move. It cannot create or absorb detachments in the battle space.
GRANT - The Western Campaign of 1862
9.64 The following units cannot attempt battle reinforcement:
• Demoralized or fatigued units
• Any unit which has already fought a battle in that impulse
• Detachment leaders
• Battery units
Note that a unit is not prohibited from reinforcing just because it has moved in that impulse; only if it has fought a battle or is fatigued.
9.65 Gunboats can do battle reinforcement. A gunboat can reinforce if the battle is being fought in a river landing, and the gunboat’s location is adjacent to a river space that in turn adjoins the one where battle is being fought. The usual procedure applies. The gunboat has a +0 modifier for initiative. All eligible gunboats can attempt battle reinforcement in each round (not just one per space) and they do not count against the limit for ground units. Gunboats are rolled for individually.
9.66 A unit can attempt battle reinforcement in any number of rounds, and for any number of battles, until it succeeds (or becomes fatigued). A unit which has successfully reinforced one battle cannot attempt to reinforce a different battle in that same impulse.
9.67 A failed battle reinforcement attempt has no effect on a unit’s ability to move in that impulse.
9.68 An attacking unit joining a battle as a battle reinforcement in a situation where attacking units are halved becomes halved on the first round of its participation.
EXAMPLE 14: Referring to the illustration of Example 13, the Union decides to bring Grant into the battle automatically (9.622). Grant does not have to roll, but he cannot benefit other units’ rolls. The Union player rolls for Lew Wallace. Wallace has a -1 initiative and is subtracting 2 for the total surprise in this round, for a total modifier of -3; he rolls 7, modified to 4, and so he fails. The Union player also rolls for Hurlbut who has initiative 0 and therefore subtracts just the 2 for the total surprise. The die roll is 9 and the renforcement succeeds. The Union player cannot also roll for McClernand because he has used up his limit of two units for that space. Hurlbut and Wallace can both try in the next round. Mitchel is in a separate space and can be rolled for this turn.
He has +1 initiative, -1 because he belongs to a different
army, and -2 for the surprise, for a total modifier of -2. He rolls 6, modified to 4, also fails. (In the actual battle of Shiloh, Grant received the news of the attack while at Crump’s Landing and immediately departed on a steamer for the action, leaving Wallace with orders to march his division to the battlefield, which Wallace did not succeed in doing. Hurlbut and McClernand were already at Pittsburg Landing.)
9.7 Leader Casualties
DESIGN NOTE: Civil War armies had a very high rate of casualties among battlefield officers, including generals. Players may be surprised at how many leader casualties they suffer in the game. This campaign is noted for the death in battle, at Shiloh, of Albert Sidney Johnston (the highest-ranking Confederate officer to be killed in action during the war), but five other leaders represented in the game became casualties at that battle as well. Johnston was mortally wounded while “adding his modifier” to a desperate attack at the Peach Orchard during a crucial phase of the battle.
Whenever a unit with 3 or more SPs fires and a natural “9” is rolled, the leader of the unit which was the target of the fire must be checked for a leader casualty. If an army commander is currently assigned to benefit that unit, he must be checked as well.
• Units with only 1 or 2 strength points do not inflict leader casualties.
• A unit never inflicts a leader casualty if it is unable, because of modifiers, to inflict any losses. In other words, you do not keep a unit in the battle just on the chance of inflicting a leader casualty.
• Replacement leaders and Detachment leaders are not checked for leader casualties. (They would just be replaced by another leader of identical type and values.)
9.71 Each leader is checked individually. A player checks his own leaders. Roll the die (no modifiers) and read the result from the Leader Casualty Table. Use the Division column for division commanders (including any army commander acting as a divisional commander by controlling SPs directly), and the Army column for army commanders acting as army commanders.
• A leader who suffers a Killed result is permanently removed from play.
GRANT - The Western Campaign of 1862
• A leader who suffers a Wounded result is removed temporarily. Roll the die again and consult the Wounds Table. The result specifies when the leader returns to play. Place them on the turn track to mark when they'll return. He can return at any any friendly supply source space (provided it is not enemy-controlled). For Confederate leaders, this must be in the same half of the map as the one at which the wounded leader originally was set up or arrived in play.
• In some cases, a second die roll may be required to determine if the leader is wounded or killed.
9.711 If all of a side’s combat units in a battle are destroyed, then any leaders on that side who were wounded in the battle are considered to be killed instead.
DESIGN NOTE: This is to make things consistent with the fate of unwounded leaders, who in this situation are eliminated (9.93). The same should happen to a wounded leader even though at that moment his playing piece is no longer on the map. Air medevac was still a century in the future.
9.72 When a division leader is killed or wounded, replace him with a REPL (Replacement) leader, which is one side of a Detachment/Replacement piece. A replacement functions the same as a named division leader in all respects, except he is not subject to leader casualties.
9.73 If a Union army commander is killed or wounded, he is replaced in army command by one of his divisional commanders, per the list below. The new army commander remains in whatever map space he occupies (if this is not the same one as the man he is replacing, the units will be without an army leader until he moves to join them). The division leader is then replaced in divisional command with a REPL leader. When a wounded Union army commander returns to play, this process is reversed: the replacement reverts to divisional command. If he is not at that moment in the same space as his former division, the REPL leader remains at the head of that division until the division commander rejoins the unit, at which point he is removed.
Union General - Replacement
Grant - C.F. Smith
Buell - Thomas
Pope - Stanley
This can be tracked with the Union Army Commander chit.
9.74 If the designated division commander is wounded or has been killed, the Union player may choose any surviving division commander from the same army to be the replacement army commander.
9.75 There is no equivalent to rule 9.73 when a Confederate army commander is killed.
• Exception: If a Confederate army commander who is commanding strength points directly becomes a casualty, the strength points can be transferred to any other leader in the space; if there is none, the Confederate player may bring a replacement leader into play
9.751 If A.S. Johnston is killed or wounded, the “A.S. Johnston” impulse chit then applies to Beauregard when Johnston is not in play. If Beauregard is also killed or wounded, then the chit is not used and should be removed from the cup.
9.752 If the Confederates lose all but one of their army commanders, the Confederate player may return one of them to play as a replacement leader with all 0 values (initiative, combat, and rally). This allows the Confederates to still have one army commander per section of the map. This can be tracked with the Repl Confederate Army Leader chit.
EXAMPLE 15: Continuing the example of section 9.4: The Union player rolled a “9” when firing at Bragg’s division, which Johnston benefitted. Therefore the Confederate player must check both Bragg and Johnston for leader casualty. Rolling for Bragg, he rolls an 3. This requires a second roll, and he rolls a 5; no effect. For Johnston he rolls a 0, requiring a second roll; the second roll is 1, and Johnston has perished (as in the real battle of Shiloh). The A.S. Johnston impulse chit will now apply to Beauregard for the rest of the game. As Johnston is removed from play and will not benefit any morale check in that round.
9.8 Retreat
Every battle ends in a retreat. This can occur voluntarily or involuntarily. The retreating side loses the battle. Victorious units do not pursue. Note that retreating units keep any Demoralization markers, but any hits will be converted to losses and fatigue in the Loss Assessment step (9.9).
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9.81 Voluntary retreat: Either player, at his option, can decide to retreat in place of his fire in any combat round after the first. Units cannot voluntarily retreat in the very first round (thus, every unit will always suffer at least two rounds of fire: the first round, plus the second round if the player retreats in that round).
• Retreat is an all or nothing decision: a player retreats all his units, or none of them. An exception is retreating from inside forts by transport (9.88).
• The attacker announces his retreat decision first (but see option 9.89).
• Detachments can make a voluntary retreat. Batteries can attempt one, but must roll to succeed; see 9.87.
9.82 Involuntary retreat: If all of a player’s combat units in a battle are demoralized at the end of the Fire step, he must retreat.
• This determination is made after morale checks for front rank units, but before rally attempts for rear rank units.
• If all of both sides’ units are demoralized at this time, the attacker retreats.
9.83 If units are required to retreat (demoralized) and have no place to retreat, they surrender (remove from play). This can affect victory; see 15.164.
9.84 Attacking units always retreat into the space from which they entered the battle. Defender retreats must be along a space connection through which the unit could move overland (possibly at a cost of more than one MP) given the weather existing at that time.
• Units cannot use ferry movement to retreat. Concerning transports, see 9.86.
9.85 Retreat is subject to the following restrictions:
• Attacking units always retreat into the space from which they entered the battle. (This does not apply to defending units which reacted successfully into the space; they need not retreat to the space they came from.)
• A unit may not retreat into any space from which any enemy unit entered the battle, either by movement (including reaction) or battle reinforcement.
• Retreat across a minor river is permitted provided the river is crossable at the time.
• Retreat across a major river is not permitted except at an intact bridge, with no enemy gunboat in either adjacent river space.
• A unit cannot retreat into a space occupied by enemy infantry. Other types of units (cavalry, battery, army commander with no strength points) do not block retreat and must themselves retreat into an adjacent space. This is considered a voluntary retreat by the battery, and it rolls as for that case. Retreat into an enemy-controlled space is allowed if the space is not occupied by enemy infantry.
• It is not required that all units retreat to the same space.
• If the defending units are not in supply, then subject to the above restrictions they must retreat to a location closer to a supply source if possible.
9.86 Retreat onto transports: If the battle is in a river landing and the retreating side has river transports in the adjoining river space, an undemoralized unit making a voluntary retreat may retreat after combat onto those transports (one unit per transport, same as for movement). This option exists for the attacker only if the battle was an amphibious assault. A defender may voluntarily retreat with as many undemoralized units (of his choice) as the transports can carry while leaving others behind. This is an exception to the general rule that retreat is an all-or-nothing decision.
9.87 If infantry or cavalry units make a voluntary retreat from a space that contains friendly batteries, roll one die for each battery point. On 0-4 the battery point is destroyed; on 5-9 it may retreat. Each point is rolled for individually. On an involuntary retreat, batteries are lost; there is no die roll.
9.88 Units defending inside a fort cannot retreat except onto transports (9.86). They cannot retreat to a different land space. Forts themselves never retreat; they are eliminated if all friendly units retreat from their space, but can be used for building (12.1) again.
9.89 (Optional) At their option, players can agree to have retreat decisions announced simultaneously. This is done by having each player hide a coin under his hand and revealing them at the same time. Face-up means staying in the battle (keeping face to the enemy); tails-up means a ‘skeddadle’ (turning tail). If both sides decide to withdraw, then neither gets to fire in that round. (Much gratitude to Dan Frick for suggesting this idea.)
9.9 Loss Assessment
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DESIGN NOTE: Loss Assessment represents the mustering-up after battle. It was common in these battles -- intense, confused engagements fought in close terrain -- for units to be cut off from their parent unit, and for individuals to straggle to the rear. The actual numbers of killed and wounded did not become evident until the end of the fighting. As long as a unit maintained good order it retained much of its combat effectiveness, even if severely reduced in numbers. In addition to losses, a common result of combat was fatigue. There was seldom an effective pursuit after a Civil War battle because the winners were disordered by victory almost as much as the losers were by defeat.
9.91 In the Loss Assessment Step, hits are removed and converted to losses and fatigue.
9.92 Units which have just fought a battle and have hits take losses. Roll the die and read the result from the Losses Table. All hits are always removed; the table determines the number of strength points lost.
• The side which lost the battle (retreated from it) subtracts 1 from all loss assessment die rolls. If option 9.89 is being used and both sides elected a voluntary retreat, then neither side applies this modifier. There are no other dieroll modifiers.
9.93 A named leader who loses all his strength points in combat is permanently removed from play (he is considered to have been killed or captured). A replacement or detachment marker which loses all its strength points can be re-used.
9.94 Fatigue: Losses Table results may also include Fatigue. If not already demoralized or fatigued, the unit receives a Fatigue marker which remains until the Loss Assessment Phase of the unit’s next impulse. (Note, a defending unit’s next impulse might be in this same game turn.)
• Do not apply Fatigue if the unit is already Demoralized or Fatigued. The result is ignored instead.
• If strength points are transferred from a fatigued unit to another unit, the receiving unit also becomes fatigued, unless it is already demoralized or fatigued.
9.941 Effects of fatigue are the same as effects of demoralization (9.53), with two differences:
• The unit suffers a -1 die-roll modifier in fire, instead of being halved;
• Recovery from fatigue is automatic; there is no need to attempt rally. The Fatigue marker is automatically removed in the unit’s next Regrouping step after the impulse in which it was placed.
EXAMPLE
16: In the illustration, all three Confederate divisions have become demoralized. The Confederates have lost the battle for Pittsburg Landing and retreat into the Monterey space from which they came. When determining losses, all must subtract 1 from the die roll for having lost the battle. Outcomes are as follows:
Ruggles: Die roll of 6 is modified to 5. On the ‘4’ column (for his 4 hits), this results in 1 loss and a Fatigue marker.
Hardee: Die roll of 3 becomes a 2. On the ‘5’ column (for his 5 hits), this results in 2 losses and a Fatigue marker.
Bragg: Die roll of 4 becomes a 3. On the ‘4’ column, this results in 2 losses and Fatigue.
In all, the Confederate force of 15,000 men has suffered 5000 casualties. They will all be fatigued in their next impulse. Their hope is that General Grant’s force will also be fatigued by the fierce battle and be unable to pursue.
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10.0 NAVAL COMBAT
Naval combat occurs when gunboats move into a space occupied by enemy mines or naval units, and/or interdicted by an enemy battery. Combat is resolved immediately. The moving gunboats are the attackers and must expend 5 additional movement points to enter the space (8.15). Following resolution of the combat, losing naval units withdraw. If the moving gunboats were the winners, they can continue moving with their remaining movement points.
• Naval combat is not allowed in Heavy Rain turns, and naval units are not allowed to move in such a way as to trigger combat.
10.1 Naval Combat Procedure
10.11 The general procedure for naval combat is as follows:
1. Determine surprise.
2. If the optional rule for mines (21.1) is in play and there are mines in the river space, resolve mine effects against the moving force.
3. Rounds (up to four, maximum). Gunboats and batteries on both sides fire and apply hits / suppression. Any ship can withdraw instead of firing, if it wishes.
4. Effects of hits are assessed and river units withdraw as required (10.18).
10.12 Surprise Determination: The procedure is identical to land combat, but uses the Naval Combat Surprise Table. The result can be either partial or total surprise, with effects listed on the table. Surprise effects apply only to the defender. The procedure and effects are the same no matter which side is attacking.
• Both surprise conditions affect fire of defending river units. In the case of total surprise, the defenders cannot fire in the first round. In the case of partial surprise they must apply a -1 die-roll modifier. These effects apply to all defending river units, but only in the first round.
• Surprise conditions do not affect fire by or against batteries. They apply only to river units.
DESIGN NOTE: The surprise effects represent primarily the effect of defending vessels not having steam up and not yet being underway. This type of surprise occurred in several naval actions. Radar was far in the future and the lookouts could not see beyond the next bend in the river.
10.13 Mines: If optional rule 21.1 (Mines) is in use and there is a mine marker in the space, mine attacks are resolved prior to combat. Any damage from mines is applied before combat rounds begin.
10.14 Rounds: In each round, gunboats and batteries on each side fire. Each ship or battery fires individually. All fire is simultaneous. Any ship or battery may fire at any enemy target; there is no requirement, as in land combat, to fire at all targets if possible. (Note that a battery cannot fire at another battery, however.) All fire is resolved using the Naval Combat Table according to the following procedure:
1. Each unit fires individually, at a single target. (In case of total surprise, defending gunboats do not fire in the first round, 10.12). Each player (attacker first) designates all targets before rolling any dice; the actual fire is considered to be simultaneous. Each unit on each side can fire at any target (there is no requirement to spread out fire as in land combat). In the case of fire against batteries, each attack is against a specific battery unit.
2. For each firing unit and each target, determine the attack and defense values respectively. In the case of batteries, see 10.141.
3. Locate the column of the Naval Combat Table corresponding to the difference of attack value minus defense value.
4. Roll the die. If a gunboat is firing, apply modifiers to this roll as listed with the table: for any surprise condition (applies to defending river units) and for number of hits on the firing ship (from previous rounds of naval combat).
5. Results are interpreted as follows:
• When firing at a gunboat, the result is a number of hits. Place a hit marker with the affected ship. The counter mix contains a few specific Naval Hit markers, but these are just for flavor; any hit marker can be used. As fire in a round is simultaneous, hits inflicted in the current round do not affect the target’s fire in that round.
• Gunboats can have a maximum of 5 hits. A ship suffering a sixth hit is sunk. Following the combat, hits against gunboats are converted to damage (10.2).
• Batteries do not suffer hits, but any single result of “2” or greater results in suppression. (This must be a single result of “2”, not two results of “1.”) Flip the battery to its reverse (Suppressed) side. Suppression applies only to batteries. A result of “1” or less has no effect. Each suppression result affects only the target that suffered it,
GRANT - The Western Campaign of 1862
The combat continues for a maximum of four rounds, or until all ships of one side have withdrawn or been sunk and all batteries on that side have been suppressed.
10.141 The attack and defense values of a battery are a function of what type of fort (if any) the battery occupies and the Site Value of its space (a measure of the favorable geography available). The Battery Combat Values Chart shows the battery attack and defense values for each combination of site value and fort (including no fort).
10.15 Suppression: A battery becomes suppressed as a result of combat, or when it moves (7.16). A suppressed battery cannot fire and does not interdict river spaces.
• A suppressed battery recovers (and flipped face up) at the end of its own impulse, if it did not move in that impulse. (This could be in the same game turn as the one in which it was suppressed, or the following turn, depending on how the activation chits fall.)
10.16 If enemy river units are in the adjoining river space at the time a battery enters the adjoining space or becomes unsuppressed there, they remain in the space. They must be activated at the next eligible opportunity and either voluntarily leave the space (there is no combat in this case), fight the battery and succeed in suppressing it, or fight the battery and withdraw from the combat. (Note: Since Union river units can be activated in any impulse, the ‘next eligible opportunity’ for Union vessels would be the Union player’s next impulse, unless the river units have already been activated this turn, in which case it would be the first Union impulse of the following turn. For Confederate units, it would be the next impulse for that side of the map.)
10.17 Any gunboat can withdraw from combat instead of firing, in any round. The withdrawing gunboat completes its withdrawal per the rules below, and applies the effect of any hits, before the next round is fought.
• Gunboats (attacker or defender) must withdraw three spaces. They cannot enter any space that would trigger another battle. A gunboat can withdraw only if a legal space is available. If there is no way for the gunboat to withdraw 3 spaces, it is eliminated.
• Attacking gunboats must withdraw in the direction from which they entered the battle. Defending gunboats withdraw in the opposite direction.
• As with land combat, enemy units get to fire at a voluntarily withdrawing gunboat in the round it withdraws, while the withdrawing gunboat cannot fire as it withdraws.
• Any friendly river units (transports or other gunboats) in spaces through which a withdrawing gunboat moves can accompany the withdrawing ship, if the player wishes, but are not required to.
10.18 At the end of four rounds, the battle is concluded as follows:
1. Any gunboats with hits are removed from the map so that the damage procedure (10.2) can be applied.
2. If one side has an unsuppressed battery still interdicting the space, all opposing ships must withdraw (as described in 10.17).
3. If both sides still have gunboats in the combat space, all attacking gunboats must withdraw.
At this point, only one side can have gunboats still in the space. That side has won the battle.
10.181 If the attacking side was the winner, the victorious gunboats may continue moving with any remaining movement allowance (less the 5 additional movement points paid for the combat). If the victorious units remain in the space, they can support an amphibious attack in an adjoining land space in that same impulse. Victorious units which continue movement can fight another combat if they have sufficient movement points.
10.19 Transports do not take part in naval combat.
10.191 Transports can be stacked together with naval units that are fighting naval combat, or in a space protected by batteries. If the naval units are eliminated or withdraw, and all friendly batteries are suppressed, then the transports must withdraw as well, as described in 10.17.
10.192 If a gunboat moves into the space of a transport that is not protected by accompanying naval units or an interdicting battery, the transport is automatically eliminated without any combat occurring. (Rule 10.17, which refers to withdrawing from combat, does not apply to this situation.) There is no MP cost to the gunboat, and the gunboat can continue its movement. This applies only if the gunboat enters the space and the transport is not protected in any way. If either a gunboat or a battery friendly to the transport is present, then a naval battle will ensue and 10.191 will apply instead.
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10.193 When a transport is eliminated, any embarked land unit loses half its strength points (round up) and is placed, demoralized, in the closest landing space that is not enemy-occupied (owner’s choice if there is an option). This landing space must be within two river spaces and any intervening space cannot be blocked by a fort or gunboat. If no qualifying landing space exists, the embarked unit is eliminated. If an army commander is embarked, roll on the leader casualty table as for a battle. Any embarked battery is eliminated. The Engineers of the West unit is eliminated, but returns (see 11.26).
EXAMPLE 17: The Union ironclads St. Louis, Louisville, and Pittsburg attempt to move into the river space at Fort Donelson. Fort Donelson, which has site value 2, has a Minor Fort and three batteries. Surprise is not rolled for as it affects only defending river units, and there are none.
The ironclads each fire with a value of 4, printed on the counter. The Fort Donelson space has site value 2. Each of the ironclads fires with an attack factor of 4 minus the battery’s defense factor of 2 (for being on a site value 2 space and in a Minor Fort), resulting in attacks on the +2 column. The die rolls are 3, 6, and 8, yielding results of ‘-’, ‘1’, and ‘2’. The 2 result suppresses one battery.
Meanwhile the batteries fire (fire is simultaneous). From the Battery Combat Values Table since they are in a Minor Fort on a 2 site value space, their attack factor is 5. The ironclads each have defense value 2 so the difference is +3. Die rolls of 2, 5, and 7 yield no hits, 1 hit, and 2 hits on the St Louis, Pittsburg, and Louisville respectively.
Louisville can no longer damage the battery since a modifier of -2 for the 2 hits make it impossible to achieve a ‘2’ result, so in the second round the Louisville withdraws instead of firing. The Confederate player has only two batteries still operating so he fires one at each of the two remaining Union gunboats. Rolls of 4 and 7 yield 1 and 2 hits respectively. The St Louis now has one hit and the Pittsburg has 3. Meanwhile, the gunboats fire, Pittsburg doing so with a -1 modifier. The rolls are 9 and 8, but the 8 is modified to a 7 for the Pittsburg’s hit, so just one suppression result is achieved.
The Pittsburg will now withdraw from the battle since it has 3 hits and can no longer hit anything. The Confederate player has one battery still serviceable; the St. Louis has one hit. In the last round, both players roll 6. This does nothing to the battery but is good enough for a second hit on St Louis, which now withdraws; the Union has narrowly lost the battle.
10.2 Naval Damage and Repair
Following a naval combat, before any further movement, use the Naval Damage Table to determine the effect of the hits inflicted on gunboats. Roll one die and cross reference with the number of hits to determine the outcome.
10.21 Outcomes are as follows:
S - Sunk. Unit is removed from play. If ironclad, it is placed in the Sunk section of the Victory Point box.
C - Crippled. See rule 10.24.
D-n -- Damaged for n turns (n=1, 2, 3, etc.). Gunboat is damaged and removed from play temporarily. It returns as a reinforcement on the nth turn after being damaged. The turn after the current one is the first in the counting. For example, if this is March II, a D-3 result means the gunboat returns April I: the first turn after is March III, the second turn after is March IV, and the 3rd turn after is April I. place damaged ships on Turn Track to mark when they'll return.
Example 17
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10.211 A gunboat which has suffered 6 hits in combat is sunk and removed from play at the end of the round. No use is made of the Naval Damage Table. If it is a Union ironclad, place it in the Sunk section of the Victory Point box.
10.22 Union repair bases are Cairo, Louisville, and Cape Girardeau. Confederate repair bases are Nashville, Eastport, and Memphis.
• An open path to a repair base leads through consecutive river spaces, not occupied by enemy naval units or interdicted by enemy batteries. Confederate mines, if used under optional rule 21.1, do not affect a path to a repair base.
• If the damaged gunboat has an open path to a friendly repair base, then it is removed and returns as a reinforcement per 10.21. If not, see 10.23. Optionally, players may require that the owning player designate which base the gunboat is being repaired at; see 10.25.
10.23 If a gunboat suffering a Damage result has no open path to any friendly repair base, then:
• If the damaged gunboat has an open path to any river landing occupied by a friendly combat unit (possibly one adjoining the same space, if applicable), it can be moved to that river landing. Place the unit in the landing space itself, with a Damage marker to record the amount of damage. See rule 10.231.
• If the damaged gunboat has no open path to either a friendly controlled repair base or a friendly controlled river landing, it is eliminated instead. Place in the Sunk section of the Victory Point Box.
10.231 A damaged unit which has been retreated to a river landing per rule 10.23 receives a Damage marker. It does not repair damage while at the landing. While there it cannot move or attack, nor be attacked by enemy river units. If at any time the landing space is vacated by friendly land combat units (including if enemy land units take control of the space), the damaged gunboat is eliminated: If it is an ironclad, place it in the Sunk section of the Victory Point box. If, during any future friendly impulse, there is a path to a friendly repair base, the owning player places the damaged unit on the turn record track as per rule 10.21 when the ship makes it to a friendly repair base.
10.24 The “Crippled” result is equivalent to “D-6” but with special provisions. If a unit suffering a Crippled result
has no downstream path to any friendly repair base, it is Captured instead. If the unit is an ironclad, place it in the Captured section of the Victory Point box. The Captured gunboat cannot be used in play by the enemy player, but it awards more Victory Points at the end of the game.
• If the unit does have a downstream path to a repair base, the crippled gunboat is placed on the turn record track as though for a D-6 result.
• A Crippled gunboat cannot retreat to a river landing per rule 10.23.
DESIGN NOTE: Rule 10.24 effectively means that crippled Union gunboats on the Mississippi River are treated as captured, whereas on the Tennessee and Cumberland rivers they can be repaired, and the inverse is true for the Confederates. This is one reason that the Union admiral Foote was so much more cautious about pressing attacks against Island Number Ten than he had been at Forts Henry and Donelson. We presume that if a damaged gunboat’s space were taken by Confederate land units, the crew would have time to destroy the vessel first. If friendly land units abandoned the space, the gunboat would likewise be destroyed by its crew rather than allowed to fall into enemy hands.
10.25 A gunboat returning as a reinforcement after being damaged may be placed at any friendly controlled repair base. Optionally, players require that the owner designate at the time of damage where the gunboat will be repaired. This must be a repair base to which a suitable path can be traced per 10.22-10.24. If the specified base is taken by the enemy before the gunboat returns, it is lost permanently.
10.26 An eliminated Union transport returns to play as a reinforcement on the third turn following its elimination. Eliminated Confederate transports are not replaced.
10.3 Running Batteries
DESIGN NOTE: One of the decisive moments of the campaign was when the gunboat USS Carondelet ran the batteries at Island Number Ten (April 4, 1862), followed by the USS Pittsburg two nights later. This led directly to the fall of Island Number Ten. This was the first time the Union had attempted such a move, and the Union naval commander (Flag-Officer Andrew H. Foote) and General Halleck were both reluctant to try it. The rules take these men’s attitude as a given, something not under player control, and prevent the players from using their historical
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hindsight to do this move earlier. For the same reason, we do not allow running of batteries by transports (a move not attempted until 1863), only by ironclad gunboats. I am very grateful to Tom Lee for his extensive research supporting this rules section.
In March I and after, ironclad gunboats may attempt to move through a space interdicted by a battery, instead of fighting the battery. Either player can attempt this. Only ironclad gunboats can run batteries, and not before the March I turn.
10.31 To run batteries, an ironclad must start its move in a river space adjacent to the one interdicted by the battery.
10.32 Summary of Procedure:
1. The player designates the ironclads he wishes to make the run.
2. Use the Run Attempt Table (10.34) to see how many units are allowed to try. If the answer is none (zero), no ironclad may attempt to run the battery and the procedure stops.
3. The ironclads which are allowed to try can be arranged in groups (or singly) however the Union player wishes. Each group tries to run the battery independently. Each group of ironclads goes through the following steps completely before the next group attempts the run.
4. Use the Run Results Table (10.35) to determine the number of combat rounds fought. The column to use is determined by how many ironclads in the group are trying to run the Battery and this is cross indexed with the result of the die roll.
5. Fight the required number of rounds (10.36). If a mortar boat (optional rule 21.2) is present, one battery will suffer a modifier in all rounds (21.25).
6. Any enemy naval units in the space being run engage in naval combat (10.37).
7. Any running units not sunk or damaged in the rounds of combat succeed in the run. Successful units are placed in the space beyond the battery (10.35). Each ironclad expends 5 additional movement points, the same as for combat, in addition to the MPs required to enter the two river spaces involved. The MP cost is the same no matter how many rounds of combat (if any) were fought and no matter whether enemy naval units were involved. The ironclads can then continue moving to the limits of
their movement allowance.
10.33 Steps 1 through 3 of 10.32 are carried out just once per turn per battery location, to determine the total number of ironclads the Union player is allowed to try to run by that space in that turn. That done, these ironclads can execute the run singly or in any combination, as the Union player wishes. The remaining steps are carried out once for each separate ironclad or group. Each attempt (including all resulting movement and combat) is fully resolved prior to the next attempt.
10.34 Run Attempt Table: To use this table, cross reference the current turn with the die roll, applying modifiers as listed with the table. The result is the number of designated ironclads that can attempt the run: “-” (which means none), 1, 2, or all. If the outcome does not allow any ironclads to run the battery, the attempt by this group of ironclads is over; do not proceed to step 3.
• Only the designated ironclads can attempt the run (i.e., the player can’t add more after seeing the table outcome)
• If the number allowed is less than the number designated, the player can choose which to use and how to group them, but all the others are considered to have used up their move for this impulse.
DESIGN NOTE: The Run Attempt Table is checking the willingness of the fleet commodore (a naval personage not under player control or any kind of army control) to order the move. Flag-Officer Foote, aware of the disaster that might ensue if Confederate naval forces were able to get past his fleet into the Upper MIssissippi, and unaware of the real odds in a run-past, was very reluctant to risk his vessels. Foote has taken blame for being over-cautious, but the Official Records contain a message from General Halleck commending his decision, and it was also endorsed in later writing by the eminent naval theorist Alfred Thayer Mahan. As Pope’s army seemed stalled at New Madrid, Foote finally approved a gunboat (USS Carondelet) to try the run.
10.35 Run Results Table: To use this table, cross reference the number of ironclads in the group making the run with the die roll. Only ironclads actually making the run count, not any others which may have been designated but are not in the group.
• The “Upstream” modifier applies if the ironclads are moving upstream.
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• The “Dark Night” modifier applies on the Mar I, Apr I, and Apr IV turns. These turns are identified by a crescent moon symbol on the Turn Record Track.
• A modifier applies if the weather is Rain or Heavy Rain. The table result is the number of rounds of naval combat (batteries versus running ironclads) which must immediately be fought. If the result is 0, then the run succeeds with no further combat.
DESIGN NOTE: The Run Results Table resolves what happens once the ironclads are committed. As this table reveals, a single ironclad had a good chance of getting through with minimal fighting (as happened with both USS Carondelet and later with USS Pittsburg). But if enemy naval units are waiting on the far side, you may need to send more gunboats through at once, increasing the chance that some of them may be hit and destroyed. This is the decision Admiral Farragut made at New Orleans.
10.36 In the combat rounds, only the batteries shoot (also mortars, if in play using optional rule 21.2). The running ironclads do not shoot, and any enemy gunboats in the space do not take part.
• A special die-roll modifier applies to all battery fire on run-by attempts, as well as an additional modifier for dark night (see Naval Combat Table).
• A unit which suffers damage D-2 through D-4 in a run attempt does not complete the run and must be removed from play for repairs or retreated to a friendly landing per 10.21-10.23. Note that it cannot retreat to the far side of the battery, only to the side from which it started its run.
• A unit which is crippled in a run attempt is counted as sunk (permanently eliminated).
• Undamaged gunboats must complete the run, i.e. one gunboat cannot abandon its attempt because another gunboat was damaged.
10.37 If the space being run also contains enemy naval units, then any ironclads which succeed in running the batteries must immediately engage these units in naval combat. This combat is resolved separately from the run past the battery, and is resolved by all normal rules for naval combat, including surprise; the special modifiers and limitations for the run past the battery do not apply. If the running ironclads lose this combat (10.18), they are permanently eliminated.
DESIGN NOTE: In this situation the defending river units would be tied up some ways beyond the battery, so as to enjoy its protection. Notionally, it is as though the river space is divided in two: one space for the batteries, the other for the river units. The defending river units would engage only after the run past. Any attacking gunboats which lost this engagement would be caught between the enemy vessels in front and the battery behind, and would probably be scuttled by their crews.
10.38 Running ironclads which survive all required naval combat (10.36-10.37) have succeeded in the run, and are placed in the next river space after the battery. They pay 5 additional movement points as described in 10.32, step 7. From this point they can complete their move using any remaining movement points. If they come to any space interdicted by another battery (including the space after the one they just ran), they have the option to either attack or attempt to run (if they have sufficient movement points available).. In such case they do not need to roll again on the Run Attempt Table; the initial successful roll allows them also to attempt to run any other batteries they come to. The Run Resolution Table and Naval Combat Tables are used the same as always, and movement costs must be paid as usual. No mortar fire will apply since the mortar boats will not be adjacent.
10.39 An ironclad can run the same battery only once per impulse. In other words, it cannot run the battery in one direction, decide to retreat, and then run the battery in the other direction in the same impulse.
18
Example
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EXAMPLE 18: It is the April I turn. The Union player designates Carondelet and Pittsburg to run Island Number Ten, a major fort containing six battery units. On the Run Attempt Table, modifiers are +1 for dark night (April I) and -2 for the six batteries; net, -1. The Union player rolls a 4, modified to 3; this yields a result of 2, so both ships can attempt the run.
The Union player decides to run them through individually: first the Carondelet, then the Pittsburg. On the Run Results Table, the +2 modifier for dark night applies. Rolling first for Carondelet, the Union player gets a 5, for a modified result of 7: no combat rounds. If there were any Confederate naval units present the Carondelet would fight them now, but there are not, so at this point the run has succeeded. The Carondelet moves to New Madrid (Union-occupied), ending its move there.
For the Pittsburg, the Union player rolls a 1, for a modified result of 3; one combat round. In this round only the batteries fire. Modifiers are -1 for the dark night and -5 for firing at a running unit, for a total modifier of -6. (With rule 21.2 in play the Union player might also get -1 for a mortar battery attack.) The batteries attack with a value of 6 (major fort, site value 2), against defense of 2; +4 column. With these modifiers, a roll of 7, 8, or 9 is required to hit. The Confederate player misses with all six rolls, so the Pittsburg also succeeds and joins the Carondelet at New Madrid. (These are the historical runs of the Island Number Ten batteries, conducted on April 4 and April 6, 1862.)
10.4 Amphibious Attack
DESIGN NOTE: The image of “amphibious attack” from World War II, with troops storming a beach from specialized landing craft, does not apply here. The troops would debark a short distance upstream or downstream from the objective and then march into battle.
Amphibious attack is a means by which gunboats and transports can attack an enemy-occupied space together.
10.41 An amphibious attack can be declared when transports with troops embarked enter a river space adjoining an enemy-occupied landing, and a friendly gunboat is either accompanying the transports or already present in the river space.
10.42 If a battery interdicts the river space, then an amphibious attack can occur only after the battery is suppressed or destroyed. Gunboats can attempt to suppress the battery in naval combat and then, if they are successful, the force can immediately execute an amphibious attack in the same space.
10.43 In an amphibious attack, attacking units are halved (rounding down) in the first round (only), and defending fire gets a +1 die-roll modifier in every round.
10.44 Attacking gunboats adjacent to the landing can give a fire modifier to attacking units (9.37).
10.45 Amphibious assault is a form of debarking into a space, and therefore it is legal for enemy units to attempt to react to it. An enemy land unit which succeeds in reacting will join the defending units in the space. If a gunboat succeeds in reacting, naval combat must be completed in the river space before the landing can occur.
EXAMPLE 19:
The Confederates have established a battery at Eastport with a twostrength-point detachment leader as garrison. Sherman is sent with 10 SP and two gunboats to take the position. The gunboats fight the battery and succeed in suppressing it (see the example of section 10.1 that shows how gunboats can suppress a battery).
One of the gunboats is damaged. In the land combat, Sherman’s strength is halved to 5. Sherman rolls 7, to which he adds +1 for the undamaged gunboat and +1 for his combat modifier, making 9. This results in 2 hits. The detachment leader fires with strength 2, adding +1 per rule 10.43 and then subtracting 1 for its -1 fire value. A die roll of 8 results in 1 hit. After two more rounds of this the detachment leader has accumulated 6 hits, which automatically demoralizes it, ending the battle. Battle losses are then assessed per 9.9.
GRANT - The Western Campaign of 1862
EXAMPLE 20: A Confederate transport unit has previously debarked Ruggles at Uniontown. The Union player draws his Army of the Tennessee chit.
He moves the gunboat Louisville upstream to where the CSA unit has just landed, and destroys the CSA transport sitting there. He then moves the transport at Cairo upstream to Paducah (6 MPs), embarks L. Wallace and Grant (4 more MPs), then moves them upstream to Uniontown (8 more MPs) and debarks Grant and Wallace for an amphibious assault. The gunboat is already in the space, which suffices for 10.41. (This example is due to Tom Lee.)
General:
Please proceed to the Play Book and play Introductory Scenario 1: Forts Henry and Donelson
U.S. GRANT, Brigadier-General, Commanding
GRANT - The Western Campaign of 1862
11.0 ISLAND NUMBER TEN AND THE CANAL
DESIGN NOTE: Island Number Ten’s location at a bend in the Mississippi River made it an effective major fort. (The government had assigned numbers to unnamed islands in the Mississippi, starting with Island 1 near Cairo.) In mid-March, after Columbus had been flanked by Grant's move up the Tennessee, the Confederates withdrew all of its batteries back to Island Number Ten and New Madrid. This made Island Number Ten unassailable by direct attack up the river. Geography made it unapproachable by land on the eastern side. Thus the island was a stronger position than Columbus even though Columbus had been more heavily fortified. It fell only after Pope took New Madrid, built the canal to get transports through, and ran two gunboats past the batteries. This allowed him to attack across the river to seize Madrid Bend and compel the island’s surrender. The island was washed away by the Mississippi in the decades following the war. The unusual terrain in this part of the river is due in part to aftereffects of a great earthquake in the year 1811, estimated to be 20 times more powerful than the great San Francisco earthquake of 1906.
11.1 Island Number Ten Access
11.11 Island Number Ten is a river landing. River transport to it can be used normally, and it can be the target of amphibious attack.
11.12 A Confederate battery placed at Island Number Ten interdicts the adjoining river space.
11.13 Island Number Ten has only two land connections, to Madrid Bend and Tiptonville.
11.14 Island Number Ten surrenders at the end of a game turn if both the following conditions are true:
A. There is a Union combat unit in Point Pleasant or Riddle’s Point or both (spaces A in figure below);
B. There are Union combat units in BOTH Madrid Bend and Tiptonville (spaces B in figure below).
11.2 The Canal
DESIGN NOTE: Pope’s men constructed a canal which allowed transports to bypass the Island Number Ten fort. The canal traversed land flooded by the river; the main work of construction was to cut a channel through flooded trees. The channel this created was not deep enough for gunboats, which had to use the river and run past the fort.
11.21 The map depicts a canal connecting the Mississippi River near Hickman with the Mississippi at New Madrid (bypassing Island Number Ten). This canal does not exist at the start of play, but the Union player can use the Engineers of the West unit to construct it. The front side of this counter represents the engineers; the reverse side represents the finished canal.
11.22 To construct the canal, the Union player proceeds as follows:
1. He moves the Engineers of the West unit by river transport to the canal space. (This uses up the capacity of one transport, same as a division.) He may disembark the engineer unit on the canal as though it were a river landing. No other units of either side may land there and no units can enter the canal by land movement.
2. The Union player places the Engineers unit on its reverse, Canal marker side on the Turn Record Track two turns in the future. (If this is March I, for example, place the Canal marker on March III.) This indicates the turn the canal will be completed. Certain conditions must be satisfied throughout the construction period (11.23, 11.24).
3. In the Reinforcement Phase of the turn the canal is completed, the Canal marker is placed in the canal space, indicating that the canal is active. It can be used in that same impulse.
11.23 Construction cannot be started or progress if any of the following are true:
• The Union does not control New Madrid.
• The weather is Rain or Heavy Rain
If any of these conditions are true at the end of a game turn during construction, move the Canal marker forward to the next turn on the track.
GRANT - The Western Campaign of 1862
11.24 The Union player must keep an empty transport unit in the Mississippi River space adjacent to Hickman throughout construction. If at any time during construction there is no empty Union transport in this space, remove the Engineers / Canal unit from play. It returns as a reinforcement on the following turn, at Commerce. Progress on the canal to that point is forfeited.
11.25 When the canal is complete, Union transports -- NOT gunboats -- may move through it. The canal itself counts as a river space. Only Union transports may use the canal; Confederate units cannot use it, and gunboats cannot.
11.26 The Engineers of the West unit is eliminated if the transport carrying it is sunk. In this event it returns as a reinforcement three turns later (e.g. on March IV if the sinking occurs on March I).
General:
Please proceed to the Play Book and play Introductory Scenario 2: Island No.10
U.S. GRANT, Major-General, Commanding
12.0 FORT DEPLOYMENT AND CONSTRUCTION
DESIGN NOTE: The Confederates had hoped that the chain of forts they had built in this theater would counter the Union’s advantages of numbers and naval strength. While these hopes were not fulfilled, well-positioned forts are an important part of Confederate strategy in the game. Fort counters represent earthworks and emplacements for cannon. There are two levels, minor fort and major fort. The effects of forts are described in the land and naval combat rules; this section concerns how forts are deployed and built.
12.1 Fort Construction
DESIGN NOTE: The Confederate forts were constructed mostly by slaves loaned from nearby plantations. The construction point allowances reflect the limited amount of this type of labor available.
12.11 All forts have a fully completed side (face up). Forts which begin the game in play have setup information on their reverse sides. Forts not in play at the start must be built
during the game, and have a Build side on their reverse. When they are constructed, they are first placed on their Build side and only later flipped to their fully completed side.
12.12 The Confederate player receives some forts in the initial setup (placed on their fully completed sides, face up). He also receives a limited number of construction points (CP), which can be used to build minor forts or upgrade a minor fort to a major fort.
12.13 Construction can occur during the Reinforcement Phase or during Confederate impulses, at the Confederate player's option. The procedure is:
1. The Confederate player spends one CP to start a minor fort. The space must be in a supplied position as per rule 14.0 at that moment.
2. He places a minor fort counter in the space on its Build side (face-down). If done during an impulse, it must be an impulse applicable to that space, e.g. an Army of Mississippi impulse for a space on the western half of the map.
3. In a future impulse for that space (not necessarily the very next game turn) the Confederate player spends a second CP and flips the minor fort face up, at which point it is ready for use.
12.14 If a Union unit gains control of the space, any fort under construction is lost and the original build point is forfeited. Any finished fort in the space is also removed.
12.15 A major fort can be built only as an upgrade to a minor fort. The procedure is the same: spend one CP and place a major fort marker face-down. The minor fort remains in the space and continues to have its normal effect. When a second CP is spent, the major fort is turned face-up and the minor fort is removed.
12.16 Forts can be initiated or completed in any space to which the Confederate player can trace a line of supply. Forts built in non-landing spaces provide only the land combat effects. If supply is cut off after construction is initiated, the marker remains in the space, Build side up, until supplies are restored or until the Union captures the space.
GRANT - The Western Campaign of 1862
12.17 Construction points are received as marked on the Turn Record Track. Each construction point has a space among the reinforcements, like reinforcing combat units.
• There is one Construction Point marker, to be placed on the track in these spaces as a reminder. Place it initially in the space for Feb II, the first construction point due. When the point has been used, place the marker back on the track in the next turn a construction point is due.
• Construction points cannot be saved. If not used in the turn they are received, they are forfeited.
12.18 A minor fort under construction has no effect on play. A minor fort being upgraded to a major fort continues to act as a minor fort until the construction of the major fort is completed.
12.19 Fort counters of either type can be re-used in the event they are eliminated. It is understood that the reverse side, which contains the “AT START” information, represents the “Build” side in the event a fort is re-used.
12.2 Fort Henry (Optional)
DESIGN NOTE: The poor siting of Fort Henry (flooded and almost underwater when the river was high) surprised both Grant and Johnston, neither of whom was aware of the fort’s weakness. Use of these options will help the Confederates, since the quick fall of Fort Henry shaped the early part of the campaign.
12.21 With this option, Fort Henry is considered to have a site value of 1. (This presumes the fort had been located on the best higher ground available at the site, instead of close to the riverbank where it would be underwater in a flood.)
12.22 The units and forts specified for Fort Henry and Fort Donelson can be placed in either of those spaces, and/or in Fort Heiman. (In effect, the Confederate player can decide to fortify Fort Heiman instead, and then can allocate his forces among the three spaces as he wishes. Historically most of the troops were sent back to Fort Donelson because the commander on the spot at Fort Henry knew the place was impossible to defend.)
13.0 RAILHEADS AND BRIDGES
13.1 Union Railheads
Union railhead markers represent the limit of Union control of railroads. The Union player can use railroads -- for supply -- only on his side of the railheads (inclusive), and the Confederate player -- for supply and movement -- only on his side (exclusive).
13.11 There are four railhead markers, shaded in the respective colors of the Union armies. Two are placed in the initial setup and one arrives as a reinforcement, with initial positions specified in the setup. The fourth one can potentially arrive during play.
13.12 A railhead marker can be advanced at most one space per turn along continuous rail line. Railheads can be moved only in this way; they cannot be transported by river or move overland other than along rail lines.
13.13 Each marker advances in the impulse of its matching army. Railheads are advanced at the end of the impulse, after all movement and combat. Supply cannot be traced for that impulse from the newly repaired space (the repair, in effect, takes the whole impulse).
13.14 Railheads can be advanced only into a Unioncontrolled space (2.19). The space can be one that was cleared of Confederate units in that same turn or even the same impulse.
13.15 Railheads cannot be advanced in Heavy Rain. They can be advanced in all other weathers.
13.16 If a Confederate force enters the space of a Union railhead, and no Union units are present, the railhead is flipped face-down. In any subsequent impulse, if the space is no longer Confederate-occupied then it can be flipped face-up but cannot advance. Note that the railhead is never moved back, even if Confederate units continue to occupy the space.
13.17 Once the Union player has repaired the rail line from Louisville as far as Nashville, he can bring a second railhead into play at Nashville. Each of these railheads can then progress separately and independently (both potentially advancing each turn) on the two rail lines heading south from Nashville.
GRANT - The Western Campaign of 1862
13.2 Bridge Destruction
13.21 The Union player can destroy a railroad bridge by moving a gunboat (either woodclad or ironclad) into the nearest possible river space on either side, and spending 4 MPs.
13.22 An undemoralized land unit of either side can destroy a bridge if it spends an extra 1 MP in an adjoining space.
• Confederate units can destroy a bridge only if at that moment a Union land unit is located within 2 movement points (by land) of a space adjacent to the bridge. Union units embarked on transports are not considered for this determination.
DESIGN NOTE: The bridge at Nashville was destroyed in the nick of time over strong objections from the Nashville populace. As with rail lines, doing this in anticipation of a distant Union threat would have been unthinkable. At this time the Confederate army’s legal authority to destroy bridges (state property) was unclear to the participants.
13.23 A bridge cannot be destroyed (by either a gunboat or a land unit) if:
• either adjoining space is occupied by enemy land combat units, or
• either of the two closest river spaces is occupied by an enemy gunboat.
(These conditions also prevent bridge construction, as described in 13.3.)
13.24 The expenditure of a movement point by a land unit for bridge destruction does not entitle enemy units to attempt reaction.
13.3 Bridge Construction
13.31 An undemoralized Union infantry unit can build a bridge across a minor river. The unit must spend two full impulses in one of the adjoining spaces (not moving in either impulse). After the first such impulse, place a bridge marker on its Build side. After the second such impulse, flip the bridge face up.
13.32 A bridge cannot be started or completed in Heavy Rain. A bridge on its Build side remains on its Build side.
13.33 A bridge also cannot be started or completed during an impulse in which:
• either adjoining space is occupied by an enemy combat unit, or
• either of the two closest river spaces is occupied by an enemy gunboat.
If construction has been started and an enemy unit moves into either of these spaces, the construction is delayed until the enemy units are no longer present.
13.34 If at any time during the building of a bridge there are no friendly units in either adjoining land space, the Build marker is removed.
13.35 Confederate units cannot build bridges, but the Confederate player can use a construction point to repair a bridge that has been destroyed. Remove the Destroyed Bridge marker.
13.36 If a constructed bridge replaces a destroyed rail bridge, then it counts as a rail bridge.
13.37 Demoralized units can neither destroy nor build (or continue building) bridges.
13.38 Bridge construction does not entitle enemy units to attempt reaction movement.
14.0 SUPPLY
A unit must be in supply in order to move and fight with full effectiveness.
14.1 Supply Judgment and Effects
14.11 Supply is judged at the start of a unit’s impulse, with two exceptions:
• Defending Union units in combat judge supply at the instant of combat.
• Units attacking a defender inside a fort judge supply from the fort space at the instant of combat (14.111).
GRANT - The Western Campaign of 1862
14.111 A unit making an attack against defenders inside a fort must judge supply from the fort space at the instant of combat. This is different from the normal rule in which supply is judged at the start of the impulse.
• The supply line is traced starting from the fort space. The fort space itself cannot be used as a supply source hex, as the attacker does not control it, even if there is an open river line to trace supply. Supply must be traced from the fort space through adjacent spaces to a valid supply source. (Note that as a consequence of this rule, if Grant were to attempt to take Columbus on Turn 1, his forces would be halved, as the supply radius in Light Rain is just one space.)
• As a special case, units which debark from river transport into a fort space are considered in supply if they were in supply at the start of their river move; they need not trace any other supply line.
DESIGN NOTE: Investing a fort required more equipment and supplies (notably more and heavier artillery and more ammunition) than did an ordinary attack in the field.
14.12 In clear weather, a unit is in supply if it is within two spaces of a supply source (counted from the unit’s space to the supply source, inclusive). In light rain and rain the radius drops to one, and in heavy rain to zero (i.e., the unit must be in a supply source space).
• The supply line cannot be traced through an enemyoccupied space. In rain, it cannot be traced across a minor river except at a bridge.
• Union units defending in combat must trace supply at the instant of combat, and cannot trace through the space from which the attackers entered.
14.13 Units out of supply suffer the following effects:
• Union units out of supply are halved when attacking. Confederate units suffer a -1 die-roll modifier. (This latter is the only effect, for Confederate units, of being out of supply.)
• A defending Union unit out of supply in battle must apply a -1 die-roll modifier to its fire die rolls. A defending Confederate unit does not suffer this modifier.
• Union units out of supply lose one movement point and cannot force march.
14.2 Supply Sources
14.21 Union supply sources are:
• Supply base cities: Louisville, Calhoun, Cairo, Paducah, Commerce, Cape Girardeau. Supply symbols (wagons) are printed in these spaces. The city must be Union-controlled at the time.
• Any Union-controlled rail space which can trace a Union-controlled, unbroken rail line to one of the Union supply base cities. A line is Union-controlled if it is on the Union side of the Union railhead. (The railhead being inverted per 13.16 does not affect this, but the presence of a Confederate unit would.)
• A Union-controlled river landing which can trace an unblocked path of river/canal spaces (14.23) to one of the Union base cities. If the river landing was not initially in Union territory (not blue shaded) then it must be garrisoned by at least one Union strength point. (For example, Bird’s Point opposite Cairo, and the landings on the Ohio River, do not require a garrison. Pittsburg Landing does.) Supply can be traced through the canal once it is completed.
• Union units which start the impulse embarked on river transport are considered supplied if an unblocked path can be traced from the transport to a Union supply base city.
DESIGN NOTE: A river landing in Confederate territory can be used to unload supplies only if there is an actual garrison to keep away an unfriendly populace and guerilla raiders.
14.22 Confederate sources are:
• Supply base cities: Memphis, Nashville, Corinth, Stevenson, Columbus, Jackson, and Bowling Green. Supply symbols (wagons) are printed in these spaces. The city must be Confederate-controlled at the time.
• Any Confederate-controlled rail space which can trace a Confederate-controlled, unbroken rail line to one of the listed supply spaces or to the south or east map edges.
• A Confederate-controlled river landing which can trace an unblocked path of river spaces (14.23) to one of the listed supply spaces or (in the case of the Mississippi) to the south map edge. For Confederate supply, unlike Union, the river landing need not be garrisoned; it need only be controlled.
14.23 A river supply path is blocked at a space if at that moment a friendly transport would not be allowed to move into that space (8.16).
GRANT - The Western Campaign of 1862
EXAMPLE 21: In clear weather or light rain, Sherman can trace two spaces to Pittsburg Landing, which is garrisoned by Mitchel, so he will be in supply. In rain or heavy rain, Sherman would be out of supply. Pittsburg Landing has an unblocked river path to Cairo. If the Pittsburg were not present, Bragg and Ruggles (on opposite sides of a river space) would block this path.
EXAMPLE 22: Grant and Sherman's division of 10 SPs are at Paducah, which is itself a supply base and therefore a supply source. The following is the supply situation under different weathers.
Heavy Rain turn: No combat is allowed in Heavy Rain turns. Sherman is in supply at Paducah but cannot be attacked there anyway in Heavy Rain.
Rain turn: If Sherman moved to Benton or Mayfield and were attacked there, he would be in supply, as supply can be traced one space in Rain. Sherman’s movement allowance in rain is just one space, but he can also attempt a force march, and if successful he could attack Bragg at Columbus or Hardee at Union City. If he attacks Hardee, he will be in supply, since the supply would be judged at the start of the impulse. If he attacks Columbus and Bragg retreats into the fort, then Sherman would trace supply at the instant of combat, and would be out of supply because the Union supply base is 2 spaces away and in rain supply can only be traced 1 space. Sherman would therefore be halved in the attack.
Light Rain turn: The supply radius is still just one space. Sherman can move to attack either Columbus or Union City (no force march needed), but the supply considerations would be the same as for Rain. .
Clear turn: Sherman would be in supply for attacks at either Columbus or Union City.
If the Railhead was moved to Mayfield, then Sherman could assault Columbus during Rain or Light Rain turns, as the supply radius is 1 space. Note that the railhead can advance only at the end of the impulse, so it does not change the supply picture for the current impulse; and it could be advanced to Mayfield only if a Union unit moves into and takes control of that space.
If Grant and Sherman move by river transport and launch an amphibious attack on Fort Henry, Sherman will be considered in supply, because he is debarking from river transport to attack a fort space and was supplied in the space (Paducah) where he started.