GCACW Charts Tables 1.4
GCACW Charts Tables 1.4
GCACW Charts Tables 1.4
-5 - - - - - - - 1 1D 2D 2D 3D 4D 6D 7D 9D 11D 12D
-4 - - - - - - 1 1 1D 2D 2D 2D 3D 5D 6D 8D 9D 10D
-3 - - - - - 1 1 1 1D 2D 2D 2D 3D 4D 5D 7D 8D 9D
-2 f f f f f 1f 1f 1f D 1D 2D 2D 3D 3D 5D 7D 8D 9D
-1 F F F F 1F 1F 1F 2F D 1D 1D 1D 2D 3D 5D 6D 7D 8D
0 D D D D 1D 1D 2D 2D D 1D 1D 1D 2D 3D 4D 5D 6D 8D
+1 D D D 1D 1D 2D 2D 2D D 1D 1D 1D 2D 3D 3D 4D 5D 7D
+2 Dr Dr 1Dr 1Dr 2Dr 2Dr 2Dr 3Dr Da Da 1Da 1Da 2Da 2Da 3Da 4Da 5Da 6Da
+3 Dr Dr 1Dr 1Dr 2Dr 2Dr 3Dr 4Dr Fa Fa Fa 1Fa 2Fa 2Fa 3Fa 4Fa 5Fa 6Fa
+4 DR 1DR 1DR 2DR 3DR 3DR 4DR 5DR fa fa fa 1fa 1fa 2fa 3fa 3fa 4fa 5fa
+5 1DR 2DR 2DR 3DR 3DR 3DR 4DR 5DR Ea Ea Ea Ea 1Ea 1Ea 2Ea 2Ea 3Ea 3Ea
+6 1DR 2DR 2DR 3DR 3DR 4DR 5DR 6DR a a a a 1a 1a 1a 2a 2a 3a
+7 1DR 2DR 2DR 3DR 4DR 6DR 7DR 8DR a a a a a 1a 1a 1a 2a 2a
+8 2DR* 2DR* 3DR* 4DR* 5DR* 7DR* 7DR* 9DR* a a a a a a 1a 1a 1a 2a
+9 2DR* 3DR* 4DR* 4DR* 5DR* 7DR* 8DR* 10DR* a a a a a a a 1a 1a 1a
≥+10 3DR* 4DR* 5DR* 5DR* 6DR* 8DR* 9DR* 11DR* a a a a a a a a 1a 1a
Defender’s die roll modifiers (see 7.4) Attacker’s die roll modifiers (see 7.4)
+2: Defending across bridge, dam, ferry, ford +1 to +4: Flank attack bonus
+2: Defending in a mountain hex (but only +1 if attacker also in mountain hex -3 to +2: Artillery modifiers
Game-Specific Modifiers
or attack is down a ridge) +1 or +2: Defender’s flanks refused +1: Assault bonus from Lee (SJW, OTR,
+2: Defending against attack up a ridge (into any terrain) +1: Assault action HCR, BTC, SLB, GTC); Jackson (SJW,
+1: Defending in a hill hex (but +0 if attack is from hill, mountain, or down a +/-: Ratio modifier HCR, SLB); Longstreet (GTC, BAC);
ridge) +/-: Tactical modifier Sherman (BAC); or Hood & Forrest (HSN)
+1: Defending across a creek (+2 in rain turn) -1: Attacks in rain turn -1: Union Panic in effect
-1: If at least ½ of the Combat Value in the hex is contributed by Demoralized-2 units (SJW, AGA–in AGA panicked army only)
+1/+2: Gunboat defensive support (OTR, GTC, BTC) Attack type in March +1: Surprise attack (SLB)
Game-Specific -1: Union Panic is in effect (SJW) +1: Prepared +1: Cavalry charge (SLB)
Modifiers -1: Hunt bonus (BTC) -1: Hasty +1: Stafford Heights (BTC)
# Manpower Value loss D = Disorganized/Fatigue (& ammo loss) -3: Column of Route +1: Hunt bonus (BTC)
F = Fatigue -2 R = Unit is routed & demoralized -1 -1: Hooker Loses Confidence (SLB)
KEY
f = Fatigue -1 R* = Unit is routed & demoralized -2 -2: March attack while Insubordinate (BAC)
E = End Action a = Unit may advance after combat Note: A Combat value may fall between two columns on the Combat Chart (e.g. 3½). If so, round the
r = Unit must retreat Italicized Results = Union Panic in SJW value up by ½ and use the right column of the two possible choices.
Note: If the enemy units occupy or exert a ZOC into a hex adjacent to the defender, and those enemy
units have a Combat Value less than ¼ the defender’s Combat Value, that hex is not considered “covered.”
Hood Strikes North Charts & Tables
Advanced Game Sequence Of Play (Adv Game 1.0) Winter Weather Table (Adv Game 4.0) Union Manpower Enhancement
(turns 3-9; Adv Game 11.0)
Roll Effect
1. Winter Weather Phase (Starting Turn 14) 3 or less No Effect Roll Effect
4 or more Winter Weather Start 1 No Effect
2. Random Events Phase (Starting Turn 3) 2, 4 1 cavalry manpower
Modifiers 3, 5 1 infantry manpower
3. Union Manpower Enhancement Phase (Turns 3 To 9)
-2 On Turn 14 (December 6) 6 1 cavalry & 1 infantry manpower
4. Reinforcement Phase -1 On Turn 15 (December 7)
A. Union Reinforcements (Starting Turn 2) +1 On Turn 17 (December 9), and
thereafter
B. Confederate Reinforcements (Turn 10 & Then Starting Turn 24)
5. Leader Transfer Phase
Union Forts (Adv Game 8.0) Confederate Arrival Table
6. Attachment Phase (Starting Turn 2; Adv Game 13.0)
Combat value 2
7. The Action Cycle
Class A Forts
Artillery value 2
Die # of Sets
-3 or less 0
Confederate Arrivals (Starting Turn 2)
Action Phase Combat value 1 -2 1*
Initiative Segment Class B Forts
Artillery value 1 -1 2*
Activation Segment
0 2
8. Recovery Phase
1 3
Army Initiative (Adv Game 3.0)
9. Union Cavalry Phase (Starting Turn 10) 2 4
3 5
10. Victory Point Phase Confederate The Confederate player wins tied
4 or more 6
initiative rolls
11. Turn Indication Phase Modifiers
The Union player wins tied -7: Turn 2 die roll
Union initiative rolls -4: Turn 3 die roll
Random Events Table (Adv Game 2.0)
2 Command Paralysis 0: Turn 4 die roll
The Union player wins tied
3 Accelerated Union Reinforcements or Grant Relieves Thomas@ initiative rolls of 1 to 3; the +3: Turn 5 die roll
4 Rain* Neutral Confederate player wins tied * Place a Fatigue Level 1 marker under the
5 Winter Weather End Change or Enhanced Movement+ initiative rolls of 4 to 6 Confederate division arriving on the map.
6 Late Rain*
7 Late Rain*
8 Army Initiative Change—A or Union Night March%
9 Lyon’s Kentucky Raid or Union Pontoon Bridge Prohibition# Union Cavalry Phase (Starting Turn 10; Adv Game 5.1)
10 Late Rain*
11 Late Rain*
A. Horses Worn Out Segment (Turn 10 only): On Turn 10 only, during this segment,
all Union cavalry units (not cavalry leaders) on the map have a “Horses Worn Out/
12 Army Initiative Change—B Unmounted” counter added to them, on the Horses Worn Out side.
@ “Accelerated Union Reinforcements” is the effect on Turns 3-16; B. Remount Segment: The Union player must attempt to “remount” each off-map
“Grant Relieves Thomas” is the effect after Turn 16. Union cavalry unit (see 5.2).
* Convert to “No Effect” if winter weather is in effect (see 4.0). C. Off-Map Removal Segment: If one or more cavalry units occupy hex 5805 or
+ Apply “Winter Weather End Change” if winter weather is in 5806, the Union player may place none, some, or all of them temporarily off map as
effect (see 4.0). Otherwise apply “Enhanced Movement” event. desired. Each removed unit flips its “Horses Worn Out/Unmounted” counter to the
“Unmounted” side if not already on that side.
% “Union Night March” is the effect on Turns 3-10; “Army Initiative
Change – A” is the effect on Turns 11 until the end of the game. D. Unmounted Segment: All Union cavalry units on the map with a “Horses Worn
Out” marker must determine if the counter flips to the “Unmounted” side (see 5.3).
# If “Lyon’s Kentucky Raid” has already occurred, apply “Union
Pontoon Bridge Prohibition” event instead. E. Cavalry Return Segment: The Union player may place one or more off-map Union
cavalry units in hexes 5805 or 5806 as desired, regardless of their mount status (they
may still have an “Unmounted” counter).
Union Reinforcement Table
(Starting Turn 2, Adv Game 12.0)
Union Cavalry Unmounting Table (Adv Game 5.3) Death of Cleburne (Adv Game 6.0)
Die # of Sets
1 or less 0 Roll Effect In any combat in which Cleburne’s
5 or less No Effect Confederate division is attacking (not
2 1 defending), and the Confederate and
6 or more Unmounted
3 1 Union combat die rolls are identical
4 2 Modifiers (all cumulative): before modification, Cleburne is killed. If
+1 If the unit is exhausted Cleburne is killed, his division is immedi-
5 2
+1 If the unit’s strength marker is disorganized ately removed from the map and replaced
6 3 +1 If the unit is demoralized by the Smith-A counter.
Modifiers
-4: Reinforcement rolls on Turns 2, 3, and 4
Union Cavalry Remount Table
-3: Reinforcement roll on Turn 5 (Adv Game 5.2)
-2: Reinforcement rolls on Turns 6 and 7
Roll Effect
-3: If Union reinforcement set 11 ( J. Miller’s
division) has been made available as a rein- 5 or less No Effect
forcement in an earlier turn of the game. 6 Remounted
MOVEMENT SUMMARY MP COSTS TO ENTER FRIENDLY–
Determining a Unit’s Movement Allowance Determining a Movement Allowance OCCUPIED HEX
In a March Action in an Activate Leader Action
An active infantry, artillery, or wagon train unit must pay an MP penalty to
enter a hex occupied by 1 or more friendly infantry and/or artillery units
1D6+1 (In SIV, with a combined Combat Value of 3 or more, or a hex occupied by a wagon
Infantry or Infantry
1D6 AGA or OTR, train(s). The MP penalty depends on the terrain in the hex entered. MP
Artillery Unit Leader 1D6 minimum 2) penalties to enter a friendly-occupied hex are not cumulative: the highest
USA
MP penalty in city, clear, rough, rolling, and hill hexes is +2; the highest MP
penalty in woods, swamp, and mountain hexes is +4. Cavalry units do not
Cavalry Unit Cavalry pay such MP penalties and do not trigger them if a friendly infantry, artillery,
or Mounted 2D6 Division 2D6+1 or wagon train unit enters their hex.
Infantry Leader
Terrain in Hex…
USA
Combined Combat
Infantry or 1D6+1 (In Cavalry Corps Value in Hex City, Clear, Rough, Woods, Swamp,
OTR & AGA, 2D6+2 Rolling, Hill Mountain
Artillery Unit Leader
1D minimum 2)
Less than 3 NE NE
CSA
Game-Specific Modifiers
+1 If a “Heat” event is in effect. (For all games with Heat events)
+1 If, in Advanced Game, the unit is “out of supply”. (For all games with supply rules)
+1 All units in 1861 scenarios (AGA only)
-3 In 1861 scenarios, if the marching unit is a cavalry unit (AGA only)
-3 If the unit is executing a Retreat March (only AGA scenarios 2, 5, 6, & 7)
Results Leader
NE: No Effect.
D: Disorganized. Unit’s Strength marker is flipped to its disorganized side.
1/2/3: Unit’s Manpower Value reduced by indicated number. Replace Strength marker with new
Disorganized marker reflecting its reduced Manpower value. Friendly
Unit
Enemy
When To Consult The Extended March Table Unit
Friendly
• If a unit on its normal side reaches Fatigue Level 3 or 4 (Exception: see Strategic Movement rules) Unit
• If a unit on its exhausted side reaches Fatigue Level 2, 3 or 4 (Exception: see Strategic Movement rules)