GBACW Series Living Rules

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Living Rules v2023

SERIES RULE BOOK 2023 Edition

Table of Contents
1.0 Introduction............................................ 2 8.0 Stacking and Extension....................... 12 12.0 Combat Results.................................. 33
2.0 Components and Terminology.............. 2 8.1 Stacking Limits................................ 12 12.1 Combat Unit Strengths.................. 33
2.1 The Game Maps................................. 2 8.2 Stacking and Movement.................. 13 12.2 Strength Point Losses.................... 33
2.2 Counters............................................. 2 8.3 Stacking and Combat....................... 13 12.3 Disorder......................................... 33
2.3 Charts and Tables............................... 2 8.4 Extended Lines................................ 14 12.4 Retreat............................................ 34
2.4 Game Scale........................................ 3 8.5 Extended Columns........................... 16 12.5 Rout............................................... 35
2.5 The Die.............................................. 3 9.0 Movement............................................. 17 12.6 Advance......................................... 35
2.6 The Universal Disorder Die Roll....... 3 9.1 Movement Allowance...................... 17 12.7 Leader Casualties........................... 36
2.7 Terminology....................................... 3 9.2 Movement Modes............................ 17 12.8 Abandoned Guns............................ 36
2.8 Questions?.......................................... 4 9.3 Leader Movement............................ 18 13.0 Combat Effectiveness and Rally....... 36
3.0 Sequence of Play..................................... 4 9.4 Terrain and Movement..................... 18 13.1 Unit Combat Effectiveness............ 36
9.5 Enemy Units and Movement........... 19 13.2 Brigade Combat Effectiveness....... 36
4.0 The Command System........................... 4 9.6 Reaction Movement......................... 20 13.3 Division Combat Effectiveness...... 37
4.1 Commanders and Leaders.................. 4 9.7 Reinforcements................................ 21 13.4 Rally............................................... 37
4.2 Chain of Command............................ 5 13.5 Recovery From Rout...................... 37
4.3 Artillery Command............................ 5 10.0 Fire Combat........................................ 21
10.1 Basic Fire Concepts....................... 21 14.0 Special Units....................................... 38
5.0 The Activation System........................... 6 10.2 Line of Sight.................................. 22 14.1 Green Units.................................... 38
5.1 Turn Initiative.................................... 6 10.3 Phasing Fire................................... 24 14.2 Dismounted Cavalry...................... 38
5.2 Efficiency........................................... 6 10.4 Non-Phasing Fire........................... 24 14.3 Spencer Repeaters.......................... 38
5.3 Activation........................................... 7 10.5 Prepared Fire.................................. 25
5.4 Efficiency Transfer............................. 8 15.0 Engineering......................................... 39
10.6 Artillery Fire.................................. 25 15.1 Constructing Breastworks.............. 39
5.5 Ending the Turn................................. 8 10.7 Small Arms Fire vs. Artillery......... 26 15.2 Effects of Breastworks................... 39
6.0 The Orders System................................ 8 10.8 Fire Die Roll Modifiers.................. 26
6.1 The Orders......................................... 8 10.9 Ammo Depletion and Resupply 16.0 Night.................................................... 39
6.2 Brigade Orders Change...................... 9 [Optional]....................................... 27 16.1 From Dusk ‘til Dawn..................... 39
6.3 Reserve............................................ 10 16.2 Straggler Recovery........................ 40
11.0 Shock Assault...................................... 27
7.0 Facing and Refusal................................11 11.1 Basic Shock Concepts.................... 27 17.0 Fatigue [Optional].............................. 40
7.1 Facing.............................................. 11 11.2 Requirements for Shock................. 27 17.1 Who Gets Fatigued?...................... 40
7.2 Changing Facing.............................. 11 11.3 Pre-Shock Resolution.................... 28 17.2 How Fatigue is Incurred................ 40
7.3 Refused Flanks................................. 11 11.4 Step 6: Shock Resolution............... 29 17.3 Effects of Fatigue........................... 41
11.5 Cavalry Charge.............................. 31 17.4 Reducing Fatigue........................... 41
11.6 Artillery Shock Capability............. 32 INDEX......................................................... 42
11.7 Leadership and Combat................. 33
GBACW CREDITS.................................... 44

© 2021Rules”
This is the “Living GMT Games, LLC for
document • P.O.
theBox 1308,ItHanford,
game. includesCA 93232-1308
updates and•clarifications
www.GMTGames.com
to the original rules.
To aid readability, updates and clarifications are indicated in blue text.
2 Great Battles of the American Civil War Rules v2023

1.0 Introduction Cavalry Unit


(Mounted)
Cavalry Unit
(Dismounted)

The Great Battles of the American Civil War (GBACW) system


allows gamers to simulate American Civil War era battles on a
regimental level, using mechanics that concentrate on the use,
effects and personalities of battlefield command, as well as the
tactical difficulty in maneuvering such large numbers of troops The reverse of all combat units is their Disordered side, indicated
and bringing them to bear on the enemy. by a icon (or a stripe in Battles with the Gringos!). The values
and ratings for Disordered units are lower, except for the Combat
Each game in the system uses this base set of Series Rules. Strength, which remains the same. Artillery values remain the same
However, each battle also contains additional rules, and typically in Gringo!, Churubusco, and Battles with the Gringos. Artillery
some changes to the Series Rules, which allow us—and you—to Movement Allowance remains the same in Twin Peaks, Death
simulate the specifics and peculiarities of each battle. Battle Book Valley, and Into the Woods.
rules take precedence over Series Rules. Each game in the system
has its own set of components. Horse Artillery Movement Allowance is printed in yellow with a
black outline as a reminder.
Developer’s Note: The 2023 Living Rules includes significant 2.22 Leaders. There are four levels of leaders: brigadiers (AKA
rule changes and numerous editorial changes and clarifications. brigade leader), division leaders, corps commanders, and army
The Developer thanks all the many GBACW players whose commanders [4.1].
comments and questions since 2019 have helped improve this
Army Commander
document.
Name
The significant rules changes are rendered in blue font. Initiative Rating
Rank
Command Range

2.0 Components and Terminology Command


Corps Commander
2.1 The Game Maps Name
Each game map depicts an area over which part of the battle was Efficiency Rating
Rank
fought, covered by a hexagonal grid that is used to regulate move- Command Range
ment and combat. The different types of terrain featured on the map,
Command
such as Woods, Streams, Roads, etc., are explained in these rules.
Division Leader
2.2 Counters Name Brigade Coordination
Three types of counters are in the game: combat units, leaders,
Rank Command Range
and informational markers.
Activation Rating
2.21 Combat Units. Combat Counters are infantry, cavalry or artil- Command
lery. In addition, cavalry may have two types of counters: mounted
and dismounted. Each combat unit is rated for Weapon Type, and, Brigade or Regiment Leader
reading across the bottom of the counter, Combat Strength (Fire Name Action Profile
Strength for Artillery), Cohesion Rating, and Movement Allow- Rank Command Range
ance. Artillery Combat Strengths are bracketed to show they are
used for Fire only. Orders Rating
Command
Each counter also shows the unit’s parent organization, usually its
brigade, division, and corps. 2.23 Activation Markers (AM). These markers (usually three or
The individual units are color-coded so that they can be identified four for each division) represent the mechanic the game uses to
by brigade. The color of the top band identifies the division to which determine who goes, and when [see 5.0].
that unit belongs; the colored Cohesion box identifies the brigade Front Back
within that division to which the unit belongs. The designation on
the right side of the counter indicates the brigade/division/corps
to which that unit belongs.
Infantry Unit Artillery Unit
2.24 Informational Markers. These include corps Efficiency
Name Name Formation Markers (EMs), Orders markers, Step Loss markers to record
Formation
Weapon combat losses, Extended Line markers, markers related to special
Weapon Type Movement
Movement Type events and other similar indicators of status. Use of markers is
Allowance
Strength Allowance Strength explained throughout the rules.
Cohesion Cohesion
2.3 Charts and Tables
The game provides several charts and tables, all used to resolve
actions and/or list applied effects. These are discussed throughout
the rules in detail.
© 2023 GMT Games, LLC
Great Battles of the American Civil War Rules v2023 3
2.4 Game Scale Command Range: The maximum distance: 1) a combat unit may
be from its leader to be In Command, or 2) a subordinate leader
2.41 Unit Scale. Most infantry units are regiments, but some
can be from his superior to be in the Chain of Command.
units called battalions are included. Cavalry is also by regiment,
although many cavalry regiments are divided into two or even Disordered: A loss of unit cohesion—flip the counter to its reverse
three battalions. (Disordered) side and use those values.
Artillery units are mostly batteries (of four to six guns each); DRM: It means Die Roll Modifier, a numerical adjustment to
however, where the guns within the battery were not uniform in whatever die roll is being undertaken.
caliber, each gun type is given a “section.” Each infantry or cav- Efficiency: A game mechanic that determines how often during a
alry combat Strength Point represents 50 men, and each artillery single turn the divisions in a corps can be activated.
Strength Point is one gun.
EM: Efficiency Marker [5.0, 5.21].
2.42 Map Scale. See the individual game’s Battle Book.
Fire: The use of small arms and cannon to inflict casualties on
2.43 Time Scale. Each turn encompasses about one hour of real time. the enemy.
The game uses a military (0100-2400) clock. For example, 1600 is Fire Arc: Those hexes into which a unit can fire [7.34, 10.16].
four o’clock in the afternoon. Exception: Turns in Twin Peaks are
45 minutes, and Into The Woods uses 12 hour standard time. Green: New, untried units [14.1].
Initiative: Gives the designated player a choice of which AM to
2.5 The Die start a turn with, before AMs are drawn.
The game includes one ten-sided die that is used to resolve certain Leader: A term for all leaders in the game, but also used for divi-
game functions. The 0 is read as zero, not 10. sion and brigades leaders when contrasting them with corps and
2.6 The Universal Disorder Die Roll army commanders.
During play, you will often perform a Universal Disorder Die roll LOF: Line of Fire [10.21].
(UDD) to determine the outcome of certain situations. When a unit LOS: Line of Sight [10.21].
is required to undergo a UDD, the owning player rolls one die and
Movement: Expending Movement Points to sequentially shift the
compares the result to that unit’s Cohesion Rating:
position of a unit to adjacent, contiguous hexes, across hexsides
• If the result is the same as or lower than the unit’s Cohesion [9.0].
Rating, the unit passes, usually without penalty.
MA: Movement Allowance, measured in Movement Points (MPs),
• If the result is higher than the unit’s Cohesion Rating, the unit
is the capacity of a leader or unit to move/act.
fails, and a penalty usually applies.
Note: UDDs are not actions [3.0 III/C/3] MPs: Movement Points [9.12].
OC: Overall Commander [4.11].
2.7 Terminology
Orders: The type of Orders a command is under determines what
The following words, abbreviations and phrases are used through- the units in that command may do.
out the rules.
Phasing Player: The player whose units are activated and moving/
Activation: The game mechanic whereby the player determines attacking. His opponent is the non-phasing player.
which of his units is going to undertake movement, fire, etc.
Pivot: The way an Extended Line changes facing [8.4].
AM (Activation Marker): A chit (one to four for each division)
placed in the AM Pool and used in the Activation mechanic. Shock: Hand-to-hand combat in which the main weapon is the
weight (and spirit) of the formation. The object is to dislodge the
AM Pool: An opaque container used to hold AMs and other enemy from its position, disrupt it, demoralize it, and, hopefully,
markers for both players. put it to flight.
Base Elevation: The actual elevation of the ground in the hex SP: Strength Point.
irrespective of other terrain such as woods or towns.
Stationary units: any unit or part of an extended unit that is not
Charge: A Charge is a form of Shock combat in which movement currently moving, retreating, advancing, or retracting.
creates much of the effect. There are two types of Charge: Infantry
[11.21] and Cavalry [11.5]. Terrain: Features of and on the land as defined by the Terrain
Effects Chart or in the Battle Book.
CI (Combat Ineffective): A term referring to a formation severely
degraded by casualties and disorganization [13.2, 13.3]. UDD: Universal Disorder Die Roll [2.6].
Cohesion Rating: The measure of a combat unit’s morale, training, VP: Victory Point
regimental-level command, equipment, and esprit de corps, all of
which affect how well that unit can fight and what happens to it
after taking losses.
Command: A group of units commanded by a leader. This can be
a brigade, a division, or a corps.
Commander: A term for the corps and Overall Commanders.

30-lb Parrott Rifle


© 2023 GMT Games, LLC
4 Great Battles of the American Civil War Rules v2023

2.8 Questions? 1. CHANGE ORDERS PHASE. The player may attempt to change
the Orders of activated brigade leaders by die roll, using the
For ongoing online support of this game, the GBACW Facebook
Brigade Orders Change Table.
Group has grown into a major resource, with over 1200 members,
including a number of GBACW designers and the developer. 2. BRIGADE COORDINATION PHASE. The player may attempt
to activate all brigades in the division simultaneously by die roll
The GBACW design team can also be found, along with most of
using the Brigade Coordination Table.
the rest of the GMT designers and developers, on Consimworld’s
discussion boards, at www.consimworld.com. We heartily recom- 3. ACTION PHASE. Each unit in an activated brigade may under-
mend this site to anyone interested in wargaming. take one of the two actions below if not assigned to Construction,
or it may do nothing. Each brigade in that division completes
all actions before the next brigade goes.
3.0 Sequence of Play • Move and/or Fire plus Shock. After all Movement and Fire,
The Sequence of Play is the order in which you perform the func- eligible units may Shock; or
tions the rules prescribe. • Resupply Ammo [Optional for small arms units] and Rally
General Overview of Play: After determining Efficiency, and Disordered units.
giving Orders to eligible brigades, the player with the Initiative Exception: Brigade Coordination.
(determined by die roll at the start of the turn) chooses which di- When the selected division has finished, one of the players blindly
vision he wants activated to start the turn. In the Activation Phase, draws a new AM from the AM Pool. If none remain, go to IV.
brigades may change Orders and units Move, Fire, Shock, etc.,
based on their Orders. After the Initiative Player undertakes actions IV. End of Turn Segment
with his chosen command, commands are then activated by blindly
A. Commander Movement Phase. All corps and Overall Com-
drawing an AM from the AM Pool. This continues until all AMs
manders may move. This is the only time in the turn they may
have been drawn. After the Activation Phase, some housekeeping
voluntarily do so.
steps are performed, and the turn ends.
B. Replacement/Recovery Phase.
The Sequence of Play 1. Replace any eliminated leaders.
I. Initiative Segment 2. Undertake In-Reserve activities [6.35] and automatic Rally or
Fatigue reduction [17.42].
Players roll a die to determine who has the Initiative for that turn
3. Remove commands from Reserve status, if so desired. Assign
[5.1].
Advance or Attack orders to commands removed from Reserve.
II. Orders Segment 4. Eliminate all artillery with an Abandoned 2 marker.
A. Determine Chain of Command. Determine if division lead- 5. Flip Abandoned Guns markers from Abandoned 1 to Aban-
ers, brigade leaders, and individual units are within their Chain doned 2.
of Command [4.2]. 6. Replace Construction markers with Breastwork markers if
construction is finished.
B. Activation Efficiency Determination. Each player picks Effi-
ciency Markers to determine the Efficiency of each of his corps. C. Combat Effectiveness Phase. Players check to see if any bri-
He uses this Efficiency to see how many AMs the divisions of that gades or divisions are Combat Ineffective.
corps receive that turn [5.2 and 5.4].
D. Turn Record Phase. Advance the Turn marker one space on
C. Division Orders. Players with a Chain of Command from the Turn Track and begin a new turn. If the new turn begins past
brigade leaders to corps commanders may change the Orders of 0000, move the Day marker to the next day.
any brigade in that chain.
D. Reinforcement Orders. Give Orders to all reinforcements
scheduled to arrive that turn. 4.0 The Command System
There are four levels of command in most GBACW games: army,
E. Reserve Placement. Commands may be placed In Reserve [6.3].
corps, division, and brigade. Each command is represented by a
F. Engineering. Place build markers to indicate Breastwork con- leader (brigade/division) or commander (corps/army). One of the
struction. premises of the game system is that units operate better when com-
munications are maintained, in the form of a Chain of Command.
III. Activation Segment
A. Initiative Activation Choice. The player with the Initiative 4.1 Commanders and Leaders
chooses which AM he will activate to start the turn. 4.11 Overall (Army) Commanders (OC) are the generals in com-
mand of the battle (e.g., at Gettysburg, Lee and Meade). They have
B. AM Pool Placement. All AMs available from II/B for both four stars on their counters. An OC has two ratings on his counter:
sides, except the one selected for the Initiative Activation [3.0
III/A], are now placed in the Pool (an opaque container).
Initiative Rating
C. Activation. The command selected in III/A activates first. There-
Command Range
after, either player draws an AM from the Pool. The AM drawn
determines which command is now active and able to undertake
various activities. An active command may do the following:
© 2023 GMT Games, LLC
Great Battles of the American Civil War Rules v2023 5
INITIATIVE RATING: This rating is used to: 4.16 Brigade and Division Leader Movement Allowances.
1. Affect the Initiative Die Roll; and Leaders do not have their MA printed on the counter; it is ten (10)
for all brigade and division leaders [9.33].
2. Increase the corps Efficiency of that number of corps com-
manders, if eligible [5.22]. 4.17 Corps and Overall Commander Movement Allowances.
The MA for these leaders is 40. They may move only in the Com-
COMMAND RANGE [4.15].
mander Movement Phase, and if they use more than 10 MPs, their
4.12 Corps Commanders have three stars on their counters. A “abilities” are reduced in the upcoming turn [9.32].
corps commander has the following ratings on his counter:
4.18 Replacement Leaders and Commanders. The reverse side
of a leader counter usually shows the leader who replaces him if
Efficiency Rating
he becomes a casualty. See 12.74.
Command Range
4.2 Chain of Command
EFFICIENCY RATING: A Modifier (e.g., +1) used to adjust di- 4.21 The Chain of Command can use up to four levels of com-
vision Efficiency [5.23]. mand, from the Overall Commander (OC) to corps commanders
COMMAND RANGE [4.15]. to division leaders to brigade leaders.
4.13 Division Leaders have two stars on their counters. They PLAY NOTE: While the OC is part of the chain, he has little
command all brigade leaders in their division, and they are subor- effect on play; you are the OC.
dinate to their corps commander. They have the following ratings:
4.22 The Chain of Command is maintained through the Command
Brigade Coordination Range of the leaders.
Command Range
EXAMPLE: If a brigade leader is 3 MPs from his division leader
Activation Rating
(Command Range of 5), who is 5 MPs from his corps commander
BRIGADE COORDINATION [5.34]. (Command Range of 6), then the Chain of Command is complete
from that corps to that brigade.
COMMAND RANGE [4.15].
ACTIVATION RATING: A modifier (e.g., +1) used to adjust the Exception: If a combat unit is outside its brigade leader’s Com-
number of Activations that division may undertake that turn [5.23]. mand Range but adjacent to a unit from the same brigade that
is within Command Range, it is considered to be In Command.
4.14 Brigade Leaders are the leaders directly commanding combat Likewise, if a combat unit is part of a chain of units, and at least
units. They have one star on their counters. Brigade leaders have one unit in the chain is in Command Range, then all units in that
the following ratings: chain are In Command. Each unit in the chain must belong to the
Action Profile
same brigade and must be adjacent to at least one other unit in its
brigade. The same applies to units directly subordinate to a division
Command Range
or higher leader (i.e., if the unit is adjacent to another unit that is
Orders Rating
within range of their direct leader, it too is In Command).
ACTION PROFILE: (A = Aggressive; N = Normal; C = Cautious; 4.23 Command status for Activation purposes and Engineering
U = Unreliable) This rating is used when a “Loose Cannon” result eligibility [15.11] is only checked during Step II/A of the Sequence
occurs while changing Orders [see 6.24]. An Aggressive leader of Play. Command status for orders purposes is checked during
also may provide a DRM in Shock. Step II/A and at the time of a Brigade Orders Change [6.2]. Units
COMMAND RANGE [4.15]. Out of Command at these times do not change orders. However,
such units automatically change to the orders of their brigade if
ORDERS RATING: A DRM used whenever the brigade wishes to they are within Command Range when that brigade next activates.
change Orders, as needed [6.21].
PLAY NOTE: As units/commands under March Orders may move
4.15 Command Range. The range over which a leader’s ratings the equivalent of four Activations, they are, in effect, always
may be factored into certain actions. Command Range is measured considered to be In Command for Activation purposes.
in leader MPs and is always counted from the superior to the sub-
ordinate leader/unit, including the subordinate’s hex but not the 4.3 Artillery Command
superior’s hex. Command Range:
4.31 Artillery brigade leaders are treated as brigade leaders for
• May not be traced into/through terrain impassable for leader purposes of Activation. All batteries assigned to that artillery
Movement; and brigadier may Move, Fire, etc., when its division is activated.
• May not be traced through a hex adjacent to an enemy unit unless
occupied by a friendly combat unit. This applies to all Command 4.32 Artillery assigned at division level may be attached to brigades
Ranges. See 5.36 for the effects of being Out of Command. in that division, one battery per brigade. Assign artillery during the
Division Orders Phase [3.0 II/C] at the start of a turn. Command
If a combat unit is adjacent to its leader it is automatically In Range does not matter for such an assignment, but will for the
Command, regardless of the intervening terrain hexside. number of times the artillery activates [5.36].
4.33 Certain battles have artillery commanders (corps-level offi-
cers) and large “Reserve” parks. The rules for their use are found
in the individual Battle Books.

© 2023 GMT Games, LLC


6 Great Battles of the American Civil War Rules v2023

5.0 The Activation System 5.2 Efficiency


Efficiency determines how many times the units in a corps may
The Activation system is based on Efficiency—the ability of the be activated in a turn.
cardboard units to do what the player wants them to do. Efficiency
is a product of Chain of Command and leadership ability. The Effi- DESIGN NOTE: Smaller battles, especially those that do not
ciency mechanic serves two other play and simulation functions: it have corps, use a similar system to this but focus more on
slows down the pace of a gamed battle to something approaching divisions.
reality a bit more, and it provides just a touch of the fog of war.
5.21 In the Activation Efficiency Determination Phase [II.B], each
General Overview: Players determine the Efficiency of their player places his EMs (the ones numbered 1 through 4) into an
corps by blindly drawing an Efficiency Marker for each corps opaque cup (the Efficiency Pool). The player then randomly draws
that has units on the map from the Pool of available Efficiency an Efficiency Marker for each corps which has any units on the map
Markers. The number on that marker, adjusted by the corps com- or entering that turn as Reinforcements. The drawing player must
mander’s Efficiency Rating, represents the number of Activations announce for which corps he is drawing and assign the Efficiency
he may provide for each of his subordinate divisions. For each Marker to that corps on the Efficiency/Activation Chart.
division, that number may be further adjusted by the Activation
Rating of the individual division leader, the Chain of Command PLAY NOTE: On the game map or on a separate display there
and Combat Effectiveness. is a series of boxes for each corps commander (the Efficiency/
To represent a division’s Activation Efficiency, both players then Activation Charts), so that the drawn Efficiency Marker may
place AMs equal to that Efficiency, for each division, in the AM be placed in it, face down, in case “A Matter of Honor” arises.
Pool for blind draw. When a division is activated by AM, each of 5.22 A corps’ Efficiency may be adjusted by the OC’s Initiative
its brigades may then undertake actions. Rating. If an on-map corps commander is within Command Range
of his OC, and the OC has an Initiative Rating greater than zero,
5.1 Turn Initiative the OC may increase that number of corps commanders’ Efficiency
5.11 To determine which player will have the Initiative each turn, by +1 (each). Thus, an Initiative Rating of +2 (quite rare in this
each player rolls one die, to which the following adjustments series), would allow an OC to increase two in-range corps’ Effi-
(DRMs) may be made: ciency by one each. A corps’ Efficiency may never end up below
• The player who had the Initiative for the previous turn adds one one or above four.
(+1) to his roll.
DESIGN NOTE: The number and ratings of the EMs for each
• The player may add his OC’s Initiative Rating to the roll if the
battle differ and they are not truly linear. They reflect a bell
OC did not use more than 10 MPs in the Commander Movement
curve of capabilities, possibly adjusted for different battles.
Phase and has at least one of his corps commanders in his range.
Exception: Some scenarios state which player automatically has 5.23 Each division in a corps uses its parent corps’ Efficiency
the Initiative for the first turn of the game. (regardless of where it is on the map) to determine the number
of Activations it may undertake that turn. That corps’ Efficiency
5.12 The player with the higher total has the Initiative. If the [5.22] may be adjusted as follows, for each division:
modified rolls are tied, no one has the Initiative. Place all AMs in
the Pool and start drawing. 1. If a division leader is within Command Range of his corps
commander, the corps commander’s Efficiency Rating is applied
5.13 The player with the Initiative chooses which of his divisions as follows:
will be used first in the Activation Phase. Remember to set aside
a. When the corps commander’s Efficiency Rating is +2, the
one of that division’s AMs; it does not go into the Pool. The March
Activation Efficiency of one In Command Division may be
AM of the Initiative Player’s side may also be chosen as the first
increased by two, or the Activation Efficiencies of two In
AM. Also, the player with the Initiative changes Orders, gives Rein-
Command Divisions may be increased by one each.
forcement Orders and moves commanders before the other player.
b. If the corps commander’s Efficiency Rating is +1, he may
PLAY NOTE: Phases II/C, II/D and IV/A normally can be done increase the Activation Efficiency of any one, In Command
simultaneously. But, if it matters, the Initiative Player goes first. division leader by one.
c. If the corps commander’s Efficiency Rating is –1, the corps
Efficiency for that turn is reduced by one for all In Command
divisions. [See #3, below.]
d. If the corps commander’s Efficiency Rating is 0, there is no
effect.
2. If a division leader is not within Command Range of his corps
commander, subtract one from that number (for that division only).
This applies if a division leader and/or corps commander is/are not
on the map. Exception: Entering Reinforcements [9.71].

James Rifle

© 2023 GMT Games, LLC


Great Battles of the American Civil War Rules v2023 7
3. The division leader’s Activation Rating, whether positive or PLAY NOTE: Even if an entire command corresponding to a
negative, adjusts the number of Activations that the division may division AM is under March Orders or in Reserve, its Division
undertake that turn [4.13]. If the leader is off map, do not apply the AMs should be placed in the Pool during Step III/C, as the possi-
adjustment. Exception: Entering Reinforcements [9.71]. bility of changing orders or involuntarily leaving Reserve would
4. Division Ineffective Status [13.32]. otherwise leave such commands unable to activate. Calculate
EXAMPLE: II Corps is given a corps Efficiency of 3 for that turn. division AMs as if the command were not under March Orders.
The II Corps commander has a +1 CE Rating. There are three
divisions: 1/II and 2/II’s leaders have Activation Ratings of 0; The
5.3 Activation
3/II leader has an Activation Rating of +1. Both 2/II and 3/II are 5.31 The player with the Initiative selects the AM he will use to
within the corps commander’s range; 1/II is not. The following start the turn. All other AMs are randomly drawn from the Pool (an
division AMs are used this turn: opaque cup or similar container). Each turn, the Pool will start with:
• All of the AMs available that turn to each player (or fewer, if a
• 1/II: 2 AMs. The division leader is out of range (–1).
player so elects),
• 2/II: 4 AMs. The corps commander gives him the +1 [1b above].
• The March AM for each player (if he has units under March
• 3/II: 4 AMs. His Activation Rating gives him a +1. Orders at the time),
5.24 The result of the above is the number of Activations [5.3] • The Random Event marker (if the game uses that rule), and
the brigades in that division may undertake that turn, represented • Any Battle-specific AMs (e.g., Artillery leaders).
by AMs. For each division, take that number of AMs and place
them in the AM Pool. A division’s number of AMs may never be 5.32 When a division’s AM is drawn, all that division’s brigades—
below one or above four. regardless where they are on the map—may be activated. Each
brigade activates individually, completing all activities before the
5.25 A Division whose division leader is not within Command next brigade is activated (Exceptions: Brigade Coordination [5.34]
Range of that division’s corps commander may never use more than and Out of Command Brigades [5.26, 5.36]).
3 AMs in a turn, although units under March Orders may move the
EXAMPLE: The 1/I Union Division has three brigades: 1/1/I, 2/1/
equivalent of four activations regardless of their command status.
I and 3/1/I. The Union player activates 2/1/I first, completing all
5.26 A brigade whose brigade leader starts his turn out of the of its actions. He then activates 1/1/I, etc.
Command Range of his division leader must skip one division AM
5.33 Brigade Activation. When a brigade is activated, all combat
in that turn. The choice of which AM not to use (for that brigade)
units—regardless of their location—may do what the Orders for
is up to the player.
the units in that brigade allow [4.23; 6.1]. The brigade may include
EXAMPLE: Division 1/I gets 3 AMs for a turn, but 1/1/I is Out of as a combat unit any one artillery battery (all sections) that is from
Command Range. As the turn progresses, the player decides, as the that division.
second 1/I AM is drawn, not to “activate” the 1/1/I with that AM.
EXAMPLE: A brigade under Advance Orders has four regiments.
5.27 Unless specifically stated otherwise in the rules for a given The player may now Rally one of its Disordered units, construct
battle, a brigade always gets a minimum of one AM. Breastworks with another, and Move or Fire with the other two.
5.28 The following are instances when certain units do not use the 5.34 Brigade Coordination. Division leaders are rated for their
marker-induced Activation result: ability to coordinate and combine the actions of more than one of
• MARCH ORDER UNITS: Units (be they corps, division, bri- their brigades during any one action (a DRM ranging from +0 to
gade, or individual) entering the map as reinforcements under +3). Any divisions attempting this must have their brigade leaders
March Orders, or have been given March Orders to move, have within the division leader’s Command Range; brigades outside
a maximum possible Activation Level of four. Moreover, units that range are not eligible for coordination. The player wishing to
under March Orders do not use the divisional AM [5.35]. combine brigades into a single Activation rolls the die, adjusting it
by adding the division leader’s Coordination Rating. The possible
Exception: On-map Commands given March Orders during the results are:
Division Orders Phase use the March AM, but in the initial turn
• CONFUSION: No In Command brigade in that division may un-
of that March receive a number of AM equivalents equal to the
dertake any move or combat actions that AM. Leader Movement,
AMs allotted for that division. Thus, such a command may be
Rally, Ammunition Resupply, and one-vertex Facing changes
limited to less than four Activation equivalents that turn, with a
are allowed.
minimum of one [5.24].
• FAIL: No penalty; brigades move individually: No coordination
• SPECIFIC AM: Some reinforcements arrive with a specific is possible, but there is no penalty for trying.
number of Activations available for that turn.
• MAY COORDINATE # BRIGADES: The player may undertake
EXAMPLE: A brigade that arrives as a reinforcement with an actions with that number of In Command brigades from that
Activation Efficiency of 1 may be activated only once that turn, division as if they were one brigade.
regardless of how many AM its division has. • MAY COORDINATE ALL BRIGADES IN COMMAND: All
eligible brigades may undertake actions as if they were one
brigade.

PLAY NOTE: Coordination does not override stacking restric-


M1842 Springfield smoothbore musket tions (see 8.12).

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8 Great Battles of the American Civil War Rules v2023
5.41 In the Activation Efficiency Phase [3.0 II/B], after all Effi-
Brigade Coordination Table ciency and Activation Levels have been determined for that turn, a
Adjusted player may transfer focus—in the form of an increased Activation
Die Roll Result Level—to a selected division.
0-2 Confusion 5.42 Only divisions that can trace a Chain of Command back to
3-6 Fail the Overall Commander may benefit by, or be used for, Transfer.
7-9 May Coordinate 2 Brigades 5.43 For every two Activations that a player lowers any one (or
10, 11 May Coordinate 3 Brigades two) other divisions, he may raise the Activation Level of one
other division by one. A division may never have its Activation
12 All Level reduced to 0, nor increased above 4, by Efficiency Transfer.
DRM:
5.44 A Player may undertake only one Efficiency Transfer per turn.
+ ? Division Leader’s Coordination Rating
EXAMPLE: The corps Efficiency for XV Corps is 2. All of XV
EXAMPLE: Smith’s Division’s AM is drawn. All three of Smith’s Corps’ division leaders are within range, and 2/XV has a +1
brigades are within his range, and the player wants to launch a division leader. This means that, normally, 1/XV and 3/XV would
division-sized attack with all of his brigades at once, rather than get two AMs, and 2/XV three AMs. However, the player wants to
piecemeal. Smith has a Coordination Rating of 2. He rolls the die, undertake a big push with 2/XV, so he reduces 1/XV and 3/XV to
getting a 6. The player may activate two of Smith’s brigades (his one AM each, and gives an extra AM to 2/XV, so that it has four.
choice) at the same time, as if they were one. The other activates
separately.
5.5 Ending the Turn
The Activation Segment is finished when no AMs have remain to
PLAY NOTE: The Coordination Ratings usually are not very be drawn from the Pool.
high (lots of 0’s).
5.35 March Order Activation. Units under March
Orders do not move when their division AM is drawn;
6.0 The Orders System
they move only when their (one) March AM is drawn. General Premise: All brigades operate under Orders. Orders de-
When a player’s March AM is drawn, he may move all lineate the parameters under which the combat units under those
units under March Orders the equivalent of any number of Acti- Orders may Move, Fire, Rally, etc. The ability to give and change
vations, from one to four (but see the Fatigue rules [17.22]). The Orders has nothing to do with the Efficiency or AM mechanics;
order of movement is up to the selecting player. it has everything to do with Chain of Command and brigadier
leadership ability.
Exception 1: Entering reinforcements with an AM # are limited
to that number of Activations [9.74]. 6.1 The Orders
Exception 2: See 5.28. 6.11 The three types of Orders are March, Advance, and Attack.
A brigade (and the units therein) must be under one of these three
Orders at any given time. If a command has no such marker, it is
5.36 Out of Command. Being Out of Command affects
considered to be under Orders to Advance. Death Valley includes
units depending on the nature of that unit or command.
a limited number of Advance markers used to designate units that
• DIVISION LEADERS: May not receive Orders from their corps were Out of Command when their brigades switched from Advance
commander, which means they may not transmit any Orders to to March or Attack.
their brigades in the II/C Phase. The division has one fewer AM
placed in the AM Pool [5.23 #2]. Orders Comparison Chart
• BRIGADE LEADERS: May not receive Orders from their divi- Type of Order
sion leader in the II/C Phase. They must roll a die in the III/C/1 March Advance Attack
Phase, if they wish to change Orders. And, they activate one Action Orders Orders Orders
fewer times than the division [5.26]. Road/Pike
• INDIVIDUAL UNITS: Out of Command combat units use the Movement Rate: ½ MP 1 MP NA
last Order received while In Command. They also activate one Move Adjacent to No No Yes
fewer times than the division, with a minimum of one, like Out enemy unit? (keep 4 hexes away) (except enemy artillery)
of Command brigades. Activation: March AM normal normal

PLAY NOTE: Units, brigades, or divisions under March Orders Infantry Stacking: 7 SPs 15 SPs 15 SPs
and Out of Command cannot change orders during the II/C Cavalry Stacking: 4 SPs 7 SPs 7 SPs
Phase but suffer no other penalty. Construction? No Yes No

5.4 Efficiency Transfer May Fire? No Yes Yes

Players may take advantage of the Chain of Command to increase May Move and Fire? No No Yes
the Efficiency of certain commands by transferring two divisions’ May Shock? No Yes Yes
available Activations to another division. These divisions need not
belong to the same corps.

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Great Battles of the American Civil War Rules v2023 9
6.12 Orders can be changed in three different phases:
• DURING THE DIVISON ORDERS PHASE [3.0 II/C]: Any 6.16 Attack Orders. An activated combat unit under
division leader that is within Command Range of his corps com- Attack Orders:
mander may change the Orders of any or all of his brigades if the
• Uses Attack Movement restrictions [9.24].
brigadier is within his range. Each brigade may have different
Orders; no die roll is necessary—simply change the Orders. • May Move and/or Fire.
• If Firing, gains the Prepared Fire Bonus if phasing (but not
• DURING THE CHANGE ORDERS PHASE OF THE ACTIVA-
moving) or when using Non-Phasing Fire [10.4].
TION SEGMENT [3.0 III/C/1]: Before any brigade is activated,
the player may, if he wishes, try to change brigade orders by • Is eligible for the Infantry Charge bonus if moving and not firing.
rolling a die [6.2]. • If mounted, cavalry may Charge.
• May Refuse [7.3].
• DURING THE REPLACEMENT/RECOVERY PHASE [3.0
IV/B]: Commands removed from Reserve status may be assigned • May not undertake Construction.
Attack or Advance orders. • May not Retreat before Shock.
• Must obey the Stacking Limits for Attack Orders.

6.13 March Orders. A command or unit under March 6.17 Assigned Orders. Initial Deployment instructions in the
Orders: Battle Books often assign Orders to commands that start the game
on the map. Similarly, the Battle Book may assign orders to Rein-
• Uses March Movement Rates [9.22].
forcements for their turn of entry. Where orders are not assigned,
• Moves only when the March Order AM is drawn. the player assigns them.
• May not move into any hex that is within four hexes and LOS
of an enemy combat unit. Regardless of LOS, no such unit may 6.18 Artillery and Orders. Artillery is always under Advance
move adjacent to an enemy unit. Units under March Orders that Orders, unless its brigade or command is under March Orders, in
start their Activation within four hexes and LOS of an enemy which case it is under March Orders. See 9.52, 10.61 and 11.33
combat unit may not move. [see also 6.25 and 6.26] for artillery exceptions to Advance Orders.
• Must use Extended Column [8.5] where applicable. 6.19 Leaders and Orders. Leaders/commanders are never under
• Must obey the Stacking limitation for March Orders [8.12]. Orders. Only combat units are under Orders. However, leaders
• May not Fire—not even Reaction Fire. whose commands are under March Orders activate when the March
• Suffers a Pre-Shock Cohesion Check DRM of +2 if shock at- AM is drawn for that side.
tacked.
• May not Rally.
6.2 Brigade Orders Change
• May not Retreat before Shock. 6.21 When an AM is drawn that activates an on-map brigade
(whether it be a division AM or March AM), each brigade so ac-
• May not undertake any Construction.
tivated may attempt to change its Orders [3.0 III/C/1], provided its
• May not use Reaction Refusal/Facing Change [9.61] or Reaction leader is also on map. This is done before any units of any brigade
Movement [9.63]. or any leaders activating under this AM undertake any actions. To
PLAY NOTE: In essence, the only thing units under March attempt to change the Orders of an Activated brigade, the player
Orders can do is move. rolls the die, adjusts it by the Brigadier’s Orders Rating DRM, and
consults the Orders Change Table [6.23].
6.14 A Command may be given March Orders only in the Division
Orders Phase, and only if it either is an entering Reinforcement, or PLAY NOTE: Orders may be changed automatically only in the
starts that Phase with no unit in that command within four hexes Division Orders Phase [6.12].
and LOS of an enemy combat unit. 6.22 If the brigadier is stacked with his division leader there is a
+1 DRM. If his corps or Overall Commander is stacked with the
6.15 Advance Orders. An activated combat unit under brigadier there is a +2 DRM. Both DRMs may apply.
Advance Orders: 6.23 The Orders Change Table
• May Move or Fire, not both (changing Facing one vertex to fire
is not considered movement). Die Roll Result
• If moving, uses Advance Movement [9.23].
1 or Less Retain and Stand
• May not move into the hexes adjacent to an enemy combat unit
other than artillery (Exception: Bridge/Ford [9.23]). If it starts 2 or 3 Retain
the Shock sub-phase adjacent to an enemy combat unit, it may 4 Loose Cannon
Shock Attack if otherwise eligible. 5 Change and Stand
• If firing as a Phasing unit, it may gain Prepared Fire bonus. 6 or More Change
• May use Prepared Fire when undertaking Non-Phasing Fire.
• May undertake Construction. Key:
• Must obey the Stacking Limits for Advance Orders. Retain: Brigade keeps the Orders it has.
• May Retreat before Shock.
Change: Brigade may change to Attack or Advance Orders.
• May Refuse [7.3].

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10 Great Battles of the American Civil War Rules v2023
Stand: The units of the brigade may not move (i.e., expend MPs) 6.26 A brigade that is under March Orders that is either Shock
this Phase. A Stand result does not prohibit leader movement or attacked or undergoes any fire except artillery Shot/Shell is, at the
a unit from firing, changing facing to fire, engaging in shock, end of that enemy brigade Activation, immediately placed under
rallying or engaging in construction. However, if any unit per- Advance Orders. Unless the March AM has already been drawn,
forms an action other than Rally or a Facing change costing no the brigade activates for the rest of the turn when its Division AMs
MP, the Activation counts toward Fatigue. are drawn. Combat does not affect other Orders.
Note: Cavalry units may not Mount or Dismount [14.22].
6.3 Reserve
Loose Cannon: See 6.24 below.
EXAMPLE: A 2nd Division AM has been selected. General Hack- 6.31 Any command (brigade, division or corps) may be
enbush, in command of the division’s 1st Brigade, wants to change placed In Reserve, regardless of its Orders, if it qualifies,
his Orders from Advance to Attack. His division leader was too far as below:
away to do this in the Division Orders Phase, so Hack must now • All units must be out of LOS of any enemy unit and at least five
roll a die to effect the change. His Orders Rating DRM, though, hexes from the nearest enemy combat unit; or
is a –1. He rolls the die, getting a 4, which his rating lowers to 3. • All units are at least ten hexes away from the nearest enemy
Hack’s Brigade retains its Orders for that Activation. combat unit (note that there are no LOS requirements for this
6.24 Loose Cannon. If the result is Loose Cannon, the player who qualification).
was trying to change Orders now consults the Action Profile of the • If it is a Night Turn, the minimum distance is reduced to five
brigadier in question [Aggressive (A), Normal (N), Cautious (C), hexes.
or Unreliable (U)] and follows the instructions below.
PLAY NOTE: The hex range limits are the minimum; it is rec-
If Aggressive, the Phasing player does one of the following: ommended that, for the safety of your troops, you act with a bit
1. If any unit in the brigade is within 3 MPs (5 MPs if mounted more caution.
cavalry) of a hex adjacent to an enemy combat unit, the player
places that brigade under Attack Orders and launches a Charge 6.32 Commands are placed In Reserve in the Reserve Placement
[11.21] (or shocks without firing if mounted cavalry) with as Phase at the beginning of the turn. Commands In Reserve pay
many units in that brigade as possible. Choice of targets is no attention to drawn AMs. They may not undertake any actions
otherwise up to the player. Green units are still required to pass available to non-Reserve units. Only commands in Reserve may
their Green Attacker Commitment Check [11.36]. Disordered check for Straggler Recovery [16.22].
units and units starting the Activation further than 3 MPs (5 MP 6.33 If all (remaining) units in a command have been Routed
if mounted cavalry) from the enemy must move as far as they [12.5], the command may be put In Reserve by having the brigade
can toward the nearest enemy units, and may not fire. Units that leader follow 6.31.
start adjacent to enemy units shock those units without a Charge 6.34 Reserve status is removed:
bonus, but may not fire prior to shock. Exception: see 6.25.
• VOLUNTARILY: At the end of the turn, in the Recovery Phase.
2. If no unit in the brigade is within 3 MPs (5 MP if mounted
• INVOLUNTARILY: If any unit in the brigade is designated as a
cavalry) of a hex adjacent to an enemy unit, place the brigade
target of Shock or of Fire at a range of four hexes or less, all units
under Advance Orders and move its units as far as possible
of the brigade immediately Disorder (unless already Disordered)
towards the nearest enemy units.
and adopt Advance Orders. The shock or fire is then conducted
If Normal, the brigade retains its Orders. normally. The brigade may activate when its division AMs are
If Cautious, the player retreats each non-artillery unit in the brigade drawn (if any remain).
one hex, after which he places the brigade under Advance Orders. 6.35 During the Replacement/Recovery Phase, units from a com-
The brigade may perform no other actions during that Activation. mand in Reserve may do the following, in the order listed:
If Unreliable, roll the die, consult the table below, and treat the • Reduce Fatigue [17.0] by two levels.
brigadier in the appropriate manner listed above: • Flip all Disordered [12.3] units to their normal side unless Col-
lapsed.
Die Roll Result • Attempt Straggler Recovery [16.2].
0-2 Aggressive • Attempt to recover routed units [13.5].
3-6 Normal • Fully resupply ammo [if using 10.9].
• Change Orders to Attack or Advance Orders (no die roll needed;
7-9 Cautious
applies to all units regardless of command status).
6.25 A brigade under March Orders may attempt to Change Orders,
as per III/C/1, to any other Orders when the March AM is drawn.
If successful, the brigade remains in place and its March Orders
are replaced by Advance or Attack Orders. Brigades that change
Orders use their division AMs for the rest of the turn, if any re-
main to be drawn. A Change and Stand result applies to the first
Division AM drawn. If none remain to be drawn, a Change and
Stand has no effect on the next turn. A Retain and Stand applies to
the current March AM. Exception: Treat a Loose Cannon rolled
by an Aggressive brigadier as a Retain.
3” Ordinance Rifle
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Great Battles of the American Civil War Rules v2023 11
7.23 Under certain circumstances a unit pays no MP cost to change
7.0 Facing and Refusal facing:
The direction in which a unit is faced determines which of the • When changing to/from March Orders. Adjust facing by any
surrounding hexes that unit controls. number of vertices at the time the new order takes effect, either
during the Division Orders Phase or the Change Orders Phase.
7.1 Facing See also 8.52.
7.11 At the end of Movement, Advance, and Reaction Facing [9.61] • Pike/Road/Trail movement [9.45].
each combat unit under Attack or Advance Orders must be faced • Advance after combat [12.6].
towards a vertex (joint) of the hex it is in—not a hexside—as in
• As a Reaction to enemy Movement or Fire [9.62].
the top of the diagram below. All combat units under March Orders
must be faced towards a hexside, as in the bottom of the diagram • Changing one vertex to fire [10.32]. Exception: see 7.22.
below. All units in a hex must face in the same direction. • After Rally [13.41].

DESIGN NOTE: The admonition that all units in the same hex 7.24 A phasing unit that starts movement adjacent to an enemy
must face in the same direction is one that arises purely from a unit may change facing by (only) one vertex in that hex before
need to keep the game manageable. There is really no “histori- exiting [9.53].
cal” reason why this should be a restriction, so, if both players 7.25 Units suffering certain combat results, or rallying from such
agree, feel free to ignore it. Be aware, though, that it raises a results, have the following abilities and restrictions concerning
host of tangential and entangling play questions that you are changing facing:
free to resolve on your own.
• RETREAT: Unit maintains original facing; no change allowed.
7.12 Facing determines a unit’s front, flank, and rear. • RALLY: A rallied unit may change facing one vertex upon being
rallied.
7.13 A unit may Move, Fire and/or Shock only into its Front hexes.
7.26 An Extended Column may become an Extended Line when
the unit’s orders change from March to Advance or Attack, as long
as the requirements for Extended Line are met. Vice versa is also
true. There is no cost for changing facing in either case [7.23].

7.3 Refused Flanks


7.31 A unit may Refuse if it is either:
• At the end of a line, or
• In the center of a line with a friendly unit in one flank hex and
another friendly unit in the opposite rear hex, or
• Not adjacent to any friendly unit.
This means that the end of the unit (or stack of units) bends back-
ward, away from the line, as in the diagram below. Place a Refuse
Right, or Refuse Left, as appropriate, on the unit so doing.
7.32 Only units under Attack or Advance Orders may Refuse. Ex-
ception: Units in Extended Column may not Refuse. In addition:
• It costs each unit in a stack 1 MP to Refuse. Units subsequently
7.2 Changing Facing stacking with a Refused unit must spend an additional MP to
7.21 A unit may change facing without leaving the hex. A unit may enter the hex.
change facing one vertex for each hex it starts in or enters at no cost • A unit alone in a hex must have at least 2 SP to refuse. If a re-
in MP. Any change of more than one vertex (per hex) costs 1 MP. fused unit alone in a hex falls below 2 SP, immediately remove
Exceptions: See 7.22 and 9.53. If changing 180° when stacked, the marker at no MP cost.
invert the stacking order for all non-artillery units not exiting the • A unit may not Refuse in both directions. Exception: see 8.44.
hex during the current Activation, as the top unit is now the bottom
unit, etc. When inverting, non-artillery units may choose to stack • A unit may not Refuse if it is adjacent to an enemy unit. Ex-
above or beneath artillery [see 8.44 for Extended Lines]. ception: Reaction Refuse [9.61]. Treat parts of Extended Lines
separately for purposes of this rule.
7.22 In addition to the above, units under Attack Orders, because of • A unit may not Refuse if it is in between (adjacent to) two,
their very linear state, pay 1 MP per vertex when changing facing friendly-occupied (flank) hexes. If a friendly unit ends Move-
in a Woods hex. As an alternative to paying 3 MP for changing ment, Retreat, Advance or Reaction Move in a unit’s Refused
three vertices, they may pay only 1 MP to change 180° [7.21]. flank, immediately remove the marker. If phasing and it has not
yet moved, the stationary unit has one less MP than it otherwise
would.
• A moving unit may not Refuse when stacking with a unit that is
not Refused, unless the stationary unit exits the hex during the
same Activation.

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12 Great Battles of the American Civil War Rules v2023
7.33 Each unit in a phasing stack pays 1 MP to leave Refused status. • A 7 SP unit on top could fire 4 SP through its normal frontal
A unit must leave Refused Status to move or change facing. Any hexes and 3 SP through its Refused Frontal hex. Units stacked
Reaction Movement, Withdrawal Movement, Advance, or Retreat beneath it could not fire.
similarly ends Refused status, but at no MP cost. • A 5 SP unit stacked above a 3 SP unit could fire 4 SP through
its normal frontal hexes and 1 SP through its Refused Frontal
hex. The 3 SP unit beneath it could fire 2 SP only through its
Refused Frontal hex.
• A 3 SP unit stacked on top with a 2 SP unit below it and an 8 SP
on bottom could fire its 3 SP through its normal frontal hexes.
The 2 SP unit could fire 1 SP through its normal frontal hexes
and the other through its Refused Frontal hex. The 8 SP unit
could fire 2 SP only through its Refused Frontal hex.
• A 2 SP unit under Attack Orders stacks with a refused 4 SP
that has already fired. The two SP unit may not fire during this
Activation. During its next Activation it would fire both its SP
7.34 A Refused unit or stack has three Frontal hexes: the usual through its Refused Frontal hex.
two Frontal hexes plus the third, Refused Frontal hex, see above. • A battery with four TBs and two H12s is stacked above infantry.
The hexside adjacent to the Refused Front is now a Flank hexside. The TBs are stacked above the H12s. The four TBs may fire into/
Refused units may fire into/through any or all of these frontal through the frontal hexes. The two H12s plus one SP of infantry
hexes, splitting their fire to do so. However, no more than half a may fire into/through the refused frontal. If the H12s had been
stack’s Fire Strength may fire into/through a Refused frontal hex, stacked above the TBs, they plus two TBs could fire into/through
and, if Refused, no more than half may fire into/through its normal the frontal hexes, while the other two TBs and one SP of infantry
Frontal hexes. If the unit’s/stack’s SP is “odd,” round down for could fire into/through the refused frontal.
the Refused Frontal hex; round up for the normal Frontal hexes.
• A stack of two six-gun batteries refuses. The top battery may
When the top unit in a refused stack has fewer SPs than the total fire into/through the frontal hexes. The bottom battery fires into/
eligible to fire into/through its normal Frontal hexes, the next through the refused frontal.
unit(s) in the stack may also fire into/through the normal frontals
up to the maximum SPs defined in the above paragraph. If the top
unit cannot fire all its SPs into/through its normal Frontal hexes, 8.0 Stacking and Extension
it may fire the remainder into/through the Refused Frontal hex up Stacking refers to having more than one combat unit in a hex,
to the maximum. If it cannot fire the maximum, the next unit(s) a function more of tactical usage than how many men can be
stacked below it may also fire into/through the Refused Frontal up crammed into a space. Extension is just the opposite, in that it is
to the maximum. Artillery consisting of multiple sections follows concerned with the ability of a unit to increase its frontage.
the above provisions, as if the sections were separate units.
Exception: A unit under Attack orders that stacks with one or 8.1 Stacking Limits
more Refused units after any of the latter fire may not itself fire 8.11 Stacking limits apply at all times during the turn except when
during that Activation. moving/retreating through units [8.22; 12.46]. There are no stack-
ing limits for leaders or informational markers.
Refused units/stacks may not shock defenders in the Refused
Frontal hex. 8.12 The stacking limits depend on the Orders applicable to the
unit. Stacking also may vary according to the scale of the battle.
Fire Arcs for Refused Units
March Orders
• INFANTRY: May stack up to 7 SPs of infantry or dismounted
cavalry (as long as they are all from the same brigade). If an
individual unit contains more than 7 SPs, the player must use
Extended Column.
• CAVALRY: May stack up to four mounted cavalry SPs in a hex,
as long as they are all from the same brigade. If an individual
unit contains more than 4 SPs, the player must use Extended
Column.
• ARTILLERY: Two batteries, regardless of the number of guns,
or 12 guns from any number of batteries may occupy a hex.
Artillery may not stack with other units.
There is no intermingling of unit types when in March Order;
artillery may not stack with infantry, etc.
Advance or Attack Orders
EXAMPLES: • INFANTRY: May stack any units from the same brigade, up
to a maximum of 15 SPs per hex, or any one unit regardless of
strength. In addition, one battery or 6 guns from any number of

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Great Battles of the American Civil War Rules v2023 13
batteries may stack with infantry. The artillery need not be part 3) THE BRIDGE/FORD Exception: If a unit under March Orders
of the infantry’s brigade. occupies either side of a Bridge or Ford, a moving unit may not use
• CAVALRY: 7 mounted SPs from the same brigade or one that Bridge or Ford.
mounted unit regardless of strength. In addition, one battery or 8.23 A unit may move or retreat [12.44] into a hex with another unit
6 guns from any number of batteries may stack with cavalry. within stacking restrictions [8.12], and end its movement therein. If
The artillery need not be part of the cavalry’s brigade. the moving unit entered the stationary unit’s hex through a Frontal
• ARTILLERY: If not stacked with infantry or cavalry, up to two hexside, it is placed on top of the stack. If it entered through a
artillery batteries per hex, regardless of strength, or 12 guns Flank or Rear hexside, it is stacked beneath the non-moving unit(s).
from any number of batteries. If stacked with infantry or cavalry,
artillery is limited to one battery per hex, or 6 guns from any Exception: Infantry or cavalry that moves or voluntarily retreats
number of batteries. [12.43] into a hex that contains only artillery may freely choose to
stack under or on top of artillery. If non-artillery is already stacked
8.13 Units under Advance Orders that wish to make use of the under the artillery, and the moving unit enters the hex through one
movement costs for Pikes, Roads and Trails [9.43] must use March of the stationary stack’s front hexsides, it may stack directly under
Orders stacking to do so [8.5]. or above the artillery (if stacking restrictions allow).
EXAMPLE: An infantry regiment with 8 SPs would require one 8.24 A phasing unit may change its stacking order within a hex
extension between itself and a following unit; a 15 SP unit would instead of moving and/or changing facing. Exception: A phasing
need two. multi-section battery may change the stacking order of its sections
after movement or before firing (this stacking change is not con-
8.2 Stacking and Movement sidered Movement).
8.21 During an Action Phase, each unit must be moved one at a If under Advance Orders, a unit changing stacking order cannot
time. See 9.31 for Leaders moving with units. fire. Stacking order may not be changed if the stack is in the frontal
Exception 1: Stacks under March or Advance Orders and adhering hex of an enemy unit. Exception: see 7.22.
to March Order stacking limits may move as stacks.
8.25 Units given March Orders or under Advance Orders and
Exception 2: Cavalry moving along a Charge Path may move as adopting March Order stacking limits may start the phase stacked,
a stack [8.52]. as long as they follow March stacking as they move.
8.22 A combat unit may move through another unit at a cost of 2 8.26 When stacked small arms and artillery units activate using
MPs (in addition to the terrain). In addition, the moving unit under- different AMs or with different brigades activated by the same
takes a UDD [2.6] immediately after exiting the stationary unit’s AM, any facing change by one unit in the stack determines the
hex. It adds to that roll the normal cost for entering the stationary new facing for the entire stack, unless the phasing unit moves after
unit’s hex, if that cost is two or greater. Thus, moving through a the facing change. Similarly, if one unit in the stack Refuses, the
unit in a Woods hex will mean a +2 (sometimes +3) DRM to the entire stack is then Refused, except for phasing units that exit the
UDD. There is no DRM if the hex is Clear terrain. The stationary hex during the same Activation. If using the optional Fatigue rules,
unit does not undertake a UDD. If the moving unit fails the UDD it non-activated infantry or cavalry does not incur Fatigue if stacked
is Disordered. The unit may continue moving if any MA remains. with phasing artillery that changes facing or Refuses.
If incurring a 2nd Disorder, the unit returns to the hex from which
it entered the stationary unit’s hex without changing facing, its 8.3 Stacking and Combat
Activation finished. 8.31 Maximum Fire Strength Per Hex. If not stacked with artil-
Note: A combat unit that starts its Activation stacked with another lery, 7 SPs of infantry or dismounted cavalry or 4SPs of mounted
combat unit is never considered to be moving through the other cavalry can fire from a hex. If not stacked with infantry or cavalry,
combat unit when it leaves its starting hex. 12 artillery SPs can fire out of any one hex. If artillery is stacked
with infantry or dismounted cavalry, any combination of seven
PLAY NOTE: Given the terrain costs of much of the Woods (+2 total SPs or one battery (which, on occasion,can exceed 7 SPs) can
or +3), it will be extremely difficult for units to pass through fire from a hex [8.33]. When stacked with mounted cavalry, seven
units in that type of hex. total SPs or one battery can fire from a hex with the cavalry firing
Exceptions: no more than 4 SPs. These limits apply to the units currently in
the hex. If those units move or retreat after firing, and other units
1) THE ARTILLERY Exception: Infantry or cavalry units may move move into the hex, the same limits apply to them.
through artillery units, but not vice versa. The non-artillery do not
UDD or pay the 2 MPs in addition to the terrain in this case. 8.32 If an infantry and an artillery unit are stacked together and
both are eligible to fire [see 8.33], each may fire at separate targets
2) THE ROAD MOVEMENT Exception: Units moving along Pikes or the same target. However, they may not combine their fire upon
and Roads (but not Trails) may move through friendly units in such the same target.
a hex, paying the movement cost for the Pike or Road, unless the
latter are under March orders. The moving unit must enter and exit 8.33 The Fire Frontage Rule. The top-most units up to the limits
the stationary unit’s hex from/to a connected Pike or Road hex. If of 8.31 do the firing (in any order). If the topmost unit(s) cannot
the friendly units are under March orders, the moving unit pays the or choose not to fire for any reason, units stacked with it are lim-
cost of the actual terrain in the hex plus any hexside cost to enter it;
in essence, moving around the units blocking the Road.

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14 Great Battles of the American Civil War Rules v2023
ited to firing the number of SPs they could have fired had the top • The top defending unit is used for the Pre-Shock Cohesion Check
unit(s) also fired. [11.37]. A Disorder result applies to all units in the stack, as
Exception: Artillery stacked with infantry or cavalry can only fire above.
if it is the top unit in the stack at the time of the fire. • Defending units conduct Pre-Shock Reaction Fire separately
[10.43; 11.38]
EXAMPLES:
• Each Green unit checks Attacker Commitment separately
• When a 5 SP infantry unit is stacked on top of a 9 SP unit, 7 SPs
[11.36].
of infantry (the top unit plus 2 SPs of the lower unit) can fire out
of the hex. • If attacking units Disorder due to Shock results, any non-partic-
ipating units stacked with them also Disorder and, if necessary,
• When a 6 SP battery is stacked on top of a 7 SP unit, the battery
retreat.
and 1 SP of infantry can fire out of the hex
• When a 5 SP unit at the top of a stack performs a rally action, 8.37 Artillery. A battery is always a single unit. If a battery consists
units beneath it can fire a maximum of 2 SPs. of two or more sections all sections must stack together and move
together and conduct UDDs as a single unit. If a multi-section
8.34 Massed and Dispersed Targets. For artillery firing at Shot/ battery suffers a loss, randomly assign the loss to a section.
Shell range, if 8 SPs or more of any (non-artillery) type are in a
hex, that hex is subject to a Massed Target penalty. The shot gets 8.4 Extended Lines
a +1 DRM on the Fire Table. Conversely, where there are 2 SPs
or fewer (again, excluding artillery SPs), then apply a Dispersed 8.41 Individual infantry units (but not dismounted cav-
Target adjustment of –1 to the roll. Hexes occupied solely by alry) with 8 SPs or more may extend their presence into
artillery receive neither of the above DRMs; they do not apply to an adjacent Flank hex by placing an Extended Line
artillery alone. marker in that adjacent hex.
8.35 Stacking and Fire Table Results. The top unit suffers Fire • It must be placed either to the direct left or right Flank of that
Table results. However, if it is eliminated or suffers a Disorder, unit.
the player must undertake a UDD [2.6] for all other units in the • The extending unit may not be stacked with another non-artillery
hex, ignoring any +/– from the Fire Table result. unit, nor can the Extension hex be occupied by another non-ar-
tillery unit.
Exceptions:
• If step losses eliminate a unit, excess step losses are applied to • The hex into which the line is extending must not be adjacent
the next unit in the stack. Non-step loss results are ignored, the to an enemy unit. However, an extension may retract into the
other units in the stack conduct UDDs because the top unit was parent unit or vice versa, despite the stationary part of the unit
eliminated. being adjacent to the enemy. A retracting part that starts adjacent
to an enemy unit may be subject to Withdrawal Fire [10.44].
• This rule does not apply to the results of Shot/Shell artillery fire,
because all the units in the hex are individually affected by such • The MP cost to extend or retract must not be greater than 2 MPs.
fire [10.67]. 8.42 The MP cost to Extend or Retract is the same as moving into
EXAMPLE: Artillery fire at a range of five hexes results in a the hex. No Facing Change is involved. Thus, a unit in a woods
UDD for a stacked hex. Each unit will UDD individually. The hex and extending or retracting into another woods hex pays 2
top unit fails its UDD, but the bottom unit passes. Because this MPs in most games of the series, whether under Attack Orders or
was artillery fire at a range greater than three hexes, the bottom not. Withdrawal Fire versus a retracting part earns the +1 DRM for
unit does not suffer another UDD because the top unit failed. Flank Fire only if the non-phasing unit is in the retracting part’s
• Pre-Shock Fire [10.43] targets the top shocking unit. Apply flank hex [Exception to 10.44]. If an Extended unit is reduced in
excess step losses to the new top shocking unit or, if there is no strength by combat below 8 SPs, remove the Extended Line marker
such unit, to the top unit in the hex. All units in the hex undertake at the end of the brigade activation in which the reduction occurs,
a UDD if the top shocking unit is eliminated or Disorders. and place the parent unit in either hex, without spending any MPs.
• For multi-section batteries, randomly determine the section 8.43 Units with 15 SPs or more may Extend to both sides (if they
losing the SP. drop below 15 SP, remove the extension of the player’s choice as
in 8.42). As long as both extensions are placed simultaneously, the
8.36 Stacking and Shock. MP cost to extend to both sides is the same as Extending to one side.
• Stacked units, whether attacking or defending, combine their If the terrain costs on both sides are different, the larger is used.
strengths during Shock resolution [see also 11.32]. 8.44 An Extended unit occupies two hexes, or, if desired, three in
• The top unit takes all step losses [see also 12.35e]. Exceptions: the case of units exceeding 14 SP. No part of an Extended Line
For Bloody Standoff results, the participating unit with the may end movement stacked with a non-artillery unit. The base unit
highest cohesion takes the step loss, unless artillery is the top and any extensions must all have the same facing. The Extended
unit in the defending stack, in which case it takes the loss. If unit has the following properties:
step losses eliminate a unit, excess step losses are applied to the • For Movement it is treated as one, solid unit. The unit may only
next unit in the stack. move into a frontal hex (as in the “A” diagram below). MPs
• Retreats apply to all units.Exception: Abandoned Guns [12.36]. are paid for the most costly hex entered by any portion of the
See 11.46 for Advances. extended unit. As units may move only frontally, an Extended
• Shock Resolution Table Disorder results apply to all units in unit must either pivot to change its direction (and facing), paying
affected stacks; previously Disordered units thus incur a 2nd the cost of the hex into which it pivoted (as in the “B” diagram
Disorder. below), or may change facing 180° paying 1 MP [7.22]. If under
Attack Orders, it pays an additional 1 MP when pivoting into a
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Great Battles of the American Civil War Rules v2023 15
woods hex. If stacked with artillery and not exiting the hex, the
artillery must also change its facing. An Extended unit changing
facing 180° and remaining in the hex may stack above or below
the artillery [8.23]. If the artillery is activating with the brigade,
its Facing change costs 1 MP, and it would thus suffer a –2 DRM
for any fire conducted either before or after the Facing Change
[10.61].

8.45 Extended Lines and Fire Combat


• For Fire, each part of the extended line is treated as an individ-
ual unit [10.14] unless combining their fire versus a target. The
combining parts must be eligible to fire at that target. When firing
at the same enemy hex with more than one part, an Extended
Line must combine the fire of those parts. Parts that split their
fire (see 10.15) may not combine that fire with other parts.
• If combined fire crosses hexsides providing different terrain
DRM, the defender receives the most favorable DRM benefit.
• Return Fire (10.42) versus an Extended unit that combined its fire
may target any of that extended unit’s hexes in the non-phasing
unit’s fire arc.
• For fire versus part of an Extended Line, the part targeted benefits
only from the terrain of the hex it occupies.
• Any Disorder result against any part of an Extended unit Disor-
ders the entire unit. Artillery stacked with any hex of an Extended
unit must UDD if the Extended unit disorders.
• If using optional rule 10.9, apply ammo depletion to the entire
• A unit with two line extensions in place “pivots” on either the unit.
left or right extension when changing direction (and facing). The diagram above shows the possible maximum Fire SPs per hex
This means the line extension on the circumference of such a (side) from a 10-SP unit (5 and 5) and a double-extended 18-SP
“pivot” must move two hexes. unit (6-6-6).
• An Extended unit cannot use Reaction Facing [9.61]. Extended
units may use Refusal and may Refuse in both directions, if 8.46 Extended Lines and Shock. An extended unit must attack
otherwise eligible [7.3]. If half the Extended unit is adjacent all enemy units in its frontal hexes as one shock attack in accor-
to the enemy, the other half may move adjacent only to enemy dance with 11.31. An Extended unit is treated as one solid unit,
artillery, unless the extended unit is under Attack Orders and in attacking or defending. Calculate the Shock Ratio [11.43] using
good order (but see also 8.48). If under Advance Orders and not the Extended unit’s full strength plus any artillery stacked above
adjacent to an enemy unit, an Extended Line may form Extended it [11.63]. Units attacking an Extended unit are not required to be
Column [8.5, 8.52], paying one MP if changing facing by more adjacent to all the defender’s hexes, but see 11.32 for combining
than one vertex. attacking units’ strength.
• For purposes of Fire and Massed Target determination, an Ex- 8.47 Extended units Advance or Retreat as follows:
tended unit has its strength divided among the hexes it occupies • If the Extended unit advances, it must do so Extended, unless
as equally as possible (with any left-over points assigned to the it cannot do so, in which case the Extended Line marker must
actual unit counter, or, in the case of a unit with two extensions, be removed before advancing. Extended markers may not be
to the actual unit counter and one of the extensions). removed voluntarily in an advance. An advance by pivoting the
EXAMPLES: An extended 9 SP unit would have 5 SPs in the extended unit is allowable as if using Wrap-Around [8.48].
counter’s hex, and 4 SPs in the Extension hex. A 17 SP unit • If an Extended unit retreats, it must retreat Extended, unless it
extended to both sides would have 6 SPs in the counter’s hex, 6 cannot do so or would be forced to change facing in order to
SPs in one Extension hex, and 5 SPs in the other. stack with friendly artillery. If it does not retreat Extended, the
Extended Line marker is removed and the unit retreated. The
owning player then conducts a UDD [2.6]. If it fails, the unit

Sharps repeater

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16 Great Battles of the American Civil War Rules v2023
suffers a Disorder result. If already Disordered, there is no further 8.5 Extended Columns
penalty.
Individual infantry units of 8 SPs or more (but not
dismounted cavalry), and individual cavalry units of 5
SPs or more, under March Orders or under Advance
Orders but using March Order stacking for Pike/Road/
Trail Movement, must Extend one hex to the Rear to represent the
length of that column. An infantry unit with 15 SPs or more, or a
cavalry unit with 9 SPs or more, must Extend two hexes to the
Rear when at full strength. A unit in Extended Column has its
strength divided as equally as possible among the hexes it occupies,
with any left-over points assigned to the actual unit counter, or, in
the case of a unit with two extensions, to the actual unit counter
and one of the extensions.
EXAMPLE: A 9-SP infantry unit is in 2222, Extended into 2223. EXAMPLES: An 8 SP infantry regiment or a 5 SP cavalry regiment
It Shock Assaults an enemy infantry unit in 2323, causing it to would require one marker between itself and a following unit; a 15
retreat. The unit may advance after combat by moving directly SP infantry unit or a 9 SP cavalry unit would need two markers.
ahead, into, say, 2323-2324, or it may pivot into the abandoned
2323, leaving the Extender in 2223. The Extender, of course, has If not adjacent to the enemy, an Extended Line under Advance
its facing adjusted to reflect its flank extension. Orders may form Extended Column [8.44] by changing facing.
Switch the parent unit with its rearmost extension if the direction of
8.48 Wrap-Around. When a two-hex Extended Line unit in movement requires. For units larger than 7 SP and not in Extended
Good Order and under Advance or Attack orders shock attacks Line, place the Extended Column marker(s) in the starting hex of
a single-hex enemy unit, and part of the Extended Line is not the parent unit after it moves out of that hex. It follows behind
adjacent to the enemy (but, if it could move forward, it would the parent unit as it moves, as illustrated below. For units under
be), that half of the Extended unit may move forward following Advance Orders subtract 1 MP from the extension’s MA for the
Shock Step 3 (causing the unit to pivot and at no cost in MP) into Activation in which it is created. For a second extension, subtract
the empty hex if: 2 MP. These subtractions apply only to this Activation.
• The moving part of the extension does not begin its attack in an
An Extended Column cannot end movement stacked with another
enemy frontal hex, and
unit. Count MP expenditure for extensions as if they were separate
• It would place the defending hex in one of its Frontal hexes units. The extensions must follow the hex path of the parent and
without the pivot placing any additional enemy units in any of must end movement adjacent to the parent (or to the first extension),
the Extended Line’s other frontal hexes, and unless they retract.
• The empty hex is not in the Frontal hex of another enemy unit,
and Treat each part of a unit in Extended Column as a separate unit
when targeted by enemy fire. Exception: Any Disorder result
• The Extended Line is not Refused.
against any part of an Extended unit disorders the entire unit.
PLAY NOTE: This will probably result in a +4 DRM for attacking
PLAY NOTE: Use of Extended Column markers is often unneces-
through the Front and Flank or Rear and Flank.
sary, as long as players remember which units are extended, as
this status may matter for command and combat. Extended Col-
umns fulfill the “chain of units” requirement in 4.22’s Exception.
If shocked, an Extended Column is treated as one “solid” unit.
Calculate the Shock Ratio [11.43] using the unit’s full strength.
Attacking units are not required to be adjacent to all the extended
unit’s hexes. See 11.32 for combining attackers’ strength. Extended
columns follow 8.47 if retreating. If combat reduces an extended
unit’s strength below that which requires an Extended Column,
remove the extension at the end of the brigade activation in which
the reduction occurs, and place the parent unit in either hex, without
spending any MPs.
8.51 March Orders. Units under March Orders travelling along
a Pike/Road/Trail extend to the Rear in conformance with the
Road. With two-hex extensions or several consecutive extended
EXAMPLE OF WRAP-AROUND: Defender in 3412 facing west; units moving by Road, this can result in a serpentine column that
attacker in 3210-3211, Extended, facing east. Attacker moves into follows the Road.
3311-3312 to Shock. The extension in 3311 is not in contact with
the defending unit but it may become so by moving the half that
is in 3311 into 3411.
8.49 Before any Advance, Retreat or Continued Shock, an attacker
using Wrap-Around immediately retracts, removing the Extended
Line marker.
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Great Battles of the American Civil War Rules v2023 17
MP it is ineligible for Prepared Fire. If unable to retract due to a
Change and Stand result, it may remain in Extended Column until
able to Move, applying the restrictions of 8.52. If unable to retract
due to Movement restrictions on units under Attack Orders (see
9.24), it retracts but automatically Disorders and is finished for
the Activation.

9.0 Movement
In all cases, as shown in the diagram above, the column has only 9.1 Movement Allowance
one Front and Rear hex (at the beginning and end of the column); 9.11 Each combat unit has a MA printed on its counter. Leaders
all other hexes are flank hexes. This also applies to non-Road/Pike/ do not have a printed MA—it is 10 for brigadiers and division
Trail column Movement. leaders, and 40 for corps and army commanders.
If the target of Small Arms Fire or Shock, apply Advance Orders 9.12 The MA represents the total number of MPs that the unit may
to the attacked brigade at the end of that enemy brigade Activation use in a phase; the use of which may vary according to the Orders
[6.26], and change its units’ facing immediately [7.23]. Unless their under which a unit is operating.
March Order AM has already been drawn for that turn, such bri-
9.13 Units expend MPs to enter hexes and cross hexsides, moving
gades may activate when any remaining divisional AMs are drawn.
into adjacent, contiguous hexes. These MPs may not be saved or
8.52 Advance Orders. Units under Advance Orders and using transferred in any way. A unit need not use its entire MA. The
March Orders Stacking adhere to the following: player may choose to expend fewer; he may never expend more.
• They use Advance Orders facing [7.11]. Note: No unit may leave the map voluntarily. (Some battles have
• Unless forming Extended Line, an extension must face at least exceptions to this.)
one of its parent unit’s rear hexsides after movement and after
a change from March Orders. The parent unit’s facing must 9.14 Dismounted cavalry uses infantry movement costs and horse
allow this. In the case of a unit with two extensions, the second artillery uses artillery movement costs.
extension must similarly face at least one of the first extension’s
rear hexsides. Exception: If the course of a Pike/Road/Trail 9.2 Movement Modes
makes this impossible, the affected extension(s) must face the 9.21 There are three different modes of Movement, corresponding
next contiguous Pike/Road/Trail hex(es). to the Orders under which a unit is operating. The entire brigade
• Provided it has sufficient remaining MPs, a unit in Extended must use the type of Movement corresponding to its Orders.
Column may retract into any of the hexes it occupies, even if Exception: Units Out of Command at the time the brigade changed
adjacent to the enemy. The movement cost is that for the hex- orders continue to use the type of Movement corresponding to the
side and the other terrain in the hex, rather than the Pike/Road/ brigade’s previous order, until the start of their next Activation
Trail cost. Units with two extensions pay the cost of the second after reentering Command Range [4.23].
extension’s retraction unless retracting into the middle hex of
the unit. 9.22 March Movement. An activated combat unit under March
Orders uses March Movement, as follows:
• Unless ineligible due to the course of a Pike/Road/Trail, Ex-
tended Columns may form Extended Line during movement • It may move into a hex with any type of terrain.
by changing facing, paying 1 MP for any change of 2 or more • It may not move adjacent to an enemy unit.
vertices. • It may not move into any hex that is within four hexes and within
Note: Forming Extended Line is not pike/road trail movement; LOS [10.2] of an enemy combat unit at any time. A March Orders
hence the exemption in 7.23 does not apply. unit starting its move within four hexes and LOS of an enemy
• If retracting into a hex adjacent to an enemy, a unit may not form unit must change orders in order to move.
Extended Line or change facing after retracting [9.53]. • The MP cost for Pikes and Roads (but not Trails) is halved (to
• Only the parent hex may fire. It is never eligible for Prepared ½ MP per hex).
Fire. • It may be activated only by the March AM; the division AM
does not affect it [5.35].
PLAY NOTE: Extended units may not conduct Reaction Facing
Change [9.61], which may significantly affect their ability to fire. 9.23 Advance Movement. An activated combat unit under Ad-
vance Orders uses Advance Movement, as follows:
• Units in Extended Column cannot shock without first retracting
• It may not voluntarily move adjacent to an enemy combat unit
or forming Extended Line. They defend against shock normally
other than artillery (Exception: A unit under Advance Orders
and may Advance and Continue Shock if eligible, automatically
may cross a Bridge or Ford to move adjacent to an enemy combat
retracting their Extended Column marker(s) prior to advancing
unit. It cannot shock attack, however, until its next Activation).
[11.46].
• It may use Roads, Trails, Pikes, Bridges, and/or Fords (which
8.53 Extended Column and Attack Orders. When first activated will speed movement [9.43]).
under Attack Orders, units in Extended Column must Retract or
form Extended Line [8.52] before undertaking any other action. 9.24 Attack Movement. An activated combat unit under Attack
If retracting into a hex adjacent to an enemy unit, apply the re- Orders uses Attack Movement, as follows:
strictions in 9.42, Exception 2, and those of 9.53. If expending • Its MA is halved, rounding up.

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18 Great Battles of the American Civil War Rules v2023
• It may not use Road, Trails, or Pike movement costs; instead it Exception 2: A unit under Attack Orders may always move one
uses the MP cost of the terrain in the hex. hex (including any and all facing changes) into a hex adjacent to
• It may not use Bridges or Fords as part of movement [9.44]. an enemy unit provided it neither Shocks nor Fires during that
• If Artillery is attached to a brigade under Attack Orders, it moves Activation and it would have been able to enter that hex using its
as if under Advance Orders [6.18]. full (unhalved), Good Order MA.
Prohibited hexes or hexsides may never be entered or crossed
9.3 Leader Movement despite these exceptions.
9.31 A brigade, division, or Artillery leader may move when his
command is activated. Unless moving with a unit with which he 9.43 Pikes, Roads, Trails, Fords, and Bridges can speed movement.
was stacked at the start of the Activation, he moves as if he were • For units in March Order, the cost to enter a Road or Pike hex
a separate unit. A leader may also move to and stack with a unit is half a MP [9.45]. All other costs are as listed for the terrain
of the activated command and continue moving with that unit, on the Terrain Effects Chart.
as if he had started the Activation with it, provided he does not • Units under Advance Orders use printed Pike, Road, Trail, Ford
exceed his movement allowance. These leaders do not have their and/ or Bridge movement costs if complying with March Order
MA printed on the counter; it is ten (10) MPs. A brigade, division, stacking limits [8.13]. A unit must pay the cost of the hexside
or Artillery leader may move only once per Phase; i.e., he must and the other terrain in the hex to end its move stacked with
undertake all of his movement at one time and may not break up another unit, if the resulting stack will exceed March Order
his movement into sections. The MA of a leader/commander is stacking limits.
unaffected by the Orders of its Commands. Leaders always use • Units under Attack Orders may not use Roads, Pikes, Trails, Fords
the best available movement rate for movement and command. and/or Bridges. They must use the cost of the terrain in that hex.
A Division leader moves during the Action Phase of any one • Artillery is always under Advance or March Orders and there-
brigade in his division. If on-map and within command range of fore may use the movement cost benefits of Road, Pikes, Trails,
a subordinate brigade under March Orders, he can instead move Fords, and Bridges.
when the March Orders AM is drawn.
9.44 When being used:
9.32 Corps and Overall Commanders may move only in the Com-
mander Movement Phase [3.0 IV/A]. However: PIKES AND ROADS: Pike and Road movement rates apply
regardless of the terrain, including elevation changes and are not
• If a corps commander uses more than ten of his allowed 40 MPs,
subject to Disorder from terrain [9.47].
his Command Range is reduced to 0 during the following turn
(only division leaders stacked with the corps commander would TRAILS: Trail movement rates are one-half the non-Trail rate for
be In Command). the terrain in the hex and are not subject to Disorder from terrain
• If an OC uses more than ten of his allowed 40 MPs, he may not [9.47]:
use his Initiative Rating for any purpose during the following turn. • Round down, to a minimum of 1 MP, if under March;
9.33 Leaders may not move adjacent to enemy units unless stacking • Round up, if under Advance (and obeying stacking limits [8.13]).
with friendly units, or, in the case of brigade, division, or Artillery EXAMPLE: If Woods terrain would normally cost 5 MPs for an
leaders, moving with a unit of their command. artillery unit under Advance Orders, using a Trail costs 3 MPs.
9.4 Terrain and Movement Note: Trail movement costs vary by game, particularly on whether
As a general rule, this section applies to all games within the trails negate the cost of hexside terrain. See the Battle Book and
system. Specific terrain rules can be found in the respective TEC.
Battle Book. BRIDGES: Units may not move (as part of Movement) across a
Bridge if under Attack Orders. However, they may Shock Attack
9.41 The type of terrain in a hex dictates the cost to enter (such as
across the Bridge under those Orders, and, if the result allows,
Woods) or to cross (such as Stream or Slope hexsides), depending
advance across that Bridge [see also 6.15 and 9.23].
on the unit type moving. For example, it may cost an infantry unit
2 MPs to enter a Woods hex, whereas it will cost an artillery unit 4 FORDS: They may be used under March or Advance Orders; units
MPs to do the same. Most terrain types are self-explanatory; those under Attack Orders may not move using Fords, but they may attack
that require elaboration are discussed below or in the Battle Book. and advance across the Stream or River through the Ford hexside.
The cost to use Fords is often appropriate to the specific battle.
9.42 If a unit does not have the necessary MPs to enter a hex—for See the Battle Book and the game’s Terrain Chart.
whatever reason—it may not enter that hex.
9.45 Units gain the benefit of Roads, Pikes, Trails, Fords, and
Exception 1: A unit may always move one hex (including any and Bridges, when available, only if they enter such a hex from a
all facing changes) as long as it would have been able to enter that connecting Pike/Road/Trail hex. In addition, units using these
hex using its full, Good Order MA and does not move adjacent paths, do not pay any MPs to change facing during movement as
to an enemy unit. long as they are moving from one Pike/Road/Trail hex directly
into another, connected Pike/Road/Trail hex.
9.46 The GBACW system uses a graduated Elevation system to
represent changes in terrain height. Some changes in elevation are
gradual, others are not. As the representation varies from game to
game, depending on the elevation scale adopted, see the Battle
Book for specifics.
10-lb. Parrott Rifle
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Great Battles of the American Civil War Rules v2023 19
9.47 Certain terrain, as shown in the Terrain Effects Chart, carries Extended Columns may not use Withdrawal Movement; Extend-
with it Disorder possibilities: ed Line may not use thoroughfares. If an extended unit cannot
• If a unit enters or crosses terrain with a “D,” that unit is automat- withdraw extended, it may Disorder, retract into any of its hexes,
ically Disordered the instant it enters/crosses that hex/hexside and then follow normal Withdrawal Movement rules. If already
(and remember the reduced MA of a Disordered unit [12.33]). Disordered there is no additional effect.
• If a unit enters or crosses terrain with a “d” or “dr,” that unit If the first hex of Withdrawal Movement is adjacent to an enemy
undergoes a UDD [2.6] the instant it enters/crosses that hex/ unit, movement must cease [9.53].
hexside. If the roll is higher than its Cohesion Rating, the unit
Units using Withdrawal Movement may not fire or shock.
is Disordered.
Refused units remove their Refused markers after any Withdrawal
Notes:
Fire [10.44]
1. No D or d/dr applies to a unit using a Pike/Road/Trail, unless
Battle Book rules specify otherwise. EXAMPLE: An infantry unit withdraws two hexes, both Woods.
2. TECs vary. The most recent use a note rather than “d” or Woods has a normal cost of 2 MPs. The player rolls the die for
“dr”. each hex, adding +1 for each Woods hex to get the UDD result. If
the infantry unit started the move Disordered and fails the UDD
9.5 Enemy Units and Movement for the first hex, it may not enter the second Woods hex. If it is
9.51 A friendly unit may never enter a hex containing an enemy Disordered in the first hex and fails the UDD for the second hex,
combat unit. it must return to the first hex.
9.52 Only units under Attack Orders may move adjacent to an 9.55 Artillery and Enemy Units.
enemy infantry or cavalry combat unit, unless crossing a bridge
DESIGN NOTE: While Civil War artillery manuals cautioned
or ford hexside to do so [9.23]. Units under Advance Orders may
against artillery deploying within effective small arms range
move adjacent to artillery, but artillery may never move adjacent
of the enemy, at least one conceded that it might sometimes be
to an enemy unit.
justified. Attempts to do so occurred throughout the war, with
Exception: If the hexside between the non-phasing and phasing varying results. Thus, we offer players two mutually exclusive
unit is un-crossable (e.g., a river), the prohibition on moving ad- options. The first reflects the prudent streak in Civil War gun-
jacent to enemy infantry and cavalry does not apply for infantry nery. The second allows for the actual practice of “running
and cavalry units under Advance Orders the guns in close”.
9.53 A combat unit must cease movement for the Phase when it Option 1: Artillery units may move no closer than four hexes
moves adjacent to an enemy combat unit, even if separated by what away from enemy combat units, unless the enemy has no LOS to
would be impassable terrain. Because it ceases movement upon the closer hex. Friendly units do not block LOS for purposes of
moving adjacent, it may not change facing after entering that hex. this rule. If otherwise eligible [see 6.15, 9.53, and 10.44], artillery
Exception: If in moving adjacent to the enemy the moving unit starting an Activation within three hexes of enemy combat units
stacks with another unit and must adjust its facing to match that may move into or through a hex equally close or further away
of the stationary unit, it can neither fire nor shock during that from the enemy regardless of LOS, but may not fire during that
Activation. same Activation unless it ends its move at least four hexes from
the nearest enemy with LOS to its hex.
A unit that starts movement adjacent to an enemy unit may change
facing by only one vertex and move away, or change facing by two Option 2: Unless stacking with or adjacent to friendly infantry
or three vertices and not move away. If its orders permit, a unit or cavalry, artillery cannot move within three hexes of enemy
starting movement adjacent to an enemy unit may move directly mounted cavalry. Provided it conforms to this restriction, the
to another hex that is adjacent to the same (or another) enemy unit, following rules apply:
whereupon it ceases movement. • Following any Approach Fire, artillery ending its move within
9.54 Withdrawal Movement. Units under either Advance or At- three hexes and LOS of enemy units must immediately under-
tack Orders may use Withdrawal Movement as their movement for take a UDD with a +DRM equal to the number of enemy units
that Activation. When using Withdrawal Movement, a unit moves within three hexes and LOS of that hex. Count all extensions as
backwards (rear hexes only) a maximum of two hexes. It may separate units. Do not regard enemy range limitations or ammo
not extend or retract, and may not change facing unless stacking depletion when calculating the DRM. Enemy units block LOS
requires it [7.11]. If any hex the unit enters costs more than 1 MP, [10.26], but units friendly to the moving artillery do not block
the unit undergoes a UDD [2.6] as it enters each hex, earning a LOS for this purpose. Failing the UDD results in Disorder and
+1 DRM for each MP in excess of one per hex required to enter. retreat to a hex not within three of enemy units or out of their
LOS. If the artillery fails the UDD by more than two, it loses
• If the unit fails it is Disordered. a number of guns equal to half the margin of failure, rounding
• If a Disordered unit fails, it may not enter the second hex; it down.
remains Disordered in the first Withdrawal Movement hex. EXAMPLE: Artillery with cohesion “7” rolls a ten for its UDD.
If under Advance Orders and adhering to March Order Stacking Its margin of failure is three. The artillery loses one gun.
limits, units may use Pike/Road/Trail movement costs to modify • Artillery ending its move within two hexes and LOS of enemy
or avoid a required UDD. Except along a Road or Pike, artillery units adds two to the DRM for its UDD in addition to the DRM
using Withdrawal Movement may not move through a friendly for the qualifying enemy units described above.
unit, and non-artillery may not move through a non-artillery unit. • Already disordered artillery failing this UDD retreats as above
and loses a gun in addition to any others lost.
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20 Great Battles of the American Civil War Rules v2023

EXAMPLE OF MOVEMENT AND REACTION: All phasing units directly across the frontal hex of an enemy unit, which is allowed
are under Attack Orders. Unit A is an artillery unit that cannot move [9.53]; however, it must stop after that first hex. The movement by
closer to enemy units, unless the latter have no LOS to it. [9.55 Option Unit B triggers possible Artillery Reaction Movement from Artillery
1]. Unit E uses Withdrawal Movement to back up two hexes without A [9.63]. Unit G moves toward the enemy cavalry and artillery units,
changing facing [9.54]. Unit F moves into the rear of the enemy. Enemy which triggers Moving In Reaction [9.63]. The enemy cavalry and
Unit C may conduct Reaction Facing Change [9.61] and rotates one artillery units may move one or two hexes and then undergo a UDD.
vertex then must conduct a UDD. Enemy Unit D cannot change facing Unit G may continue moving. Unit I cannot use the Road rate through
because it is in the Frontal hex of another enemy unit. Unit B moves the Woods because Roads may not be used by units with Attack Orders.

• Artillery starting its activation within three hexes and LOS of • Units under March Orders [6.13] or in Extended Column [8.5]
the enemy is not subject to the above if it retreats, conducts a cannot Refuse or change facing using this rule.
Reaction Move, or ends its move further from the nearest enemy
9.62 Restrictions on the use of Reaction Refusal or Facing
unit and does not fire.
Change.
PLAY NOTE: Artillery typically had a healthy respect for enemy • A unit may do so only once per enemy brigade Activation.
capabilities. When it ventured close, it did so on the assumption • The unit undergoes a UDD [2.6] when it does so (infantry and
the enemy was too weak or disorganized to threaten it. That cavalry only, not artillery). If it fails, it suffers a Disorder result.
assumption often proved wrong. Stacked units conduct separate UDDs.
• There is no MP cost (as it is not a phasing unit).
9.6 Reaction Movement
• A unit may not use these Reactions if already in the Frontal
A non-phasing unit may move during an opponent’s phase as hex of another enemy unit. Apply this restriction to each part
Reaction to what is happening. Phasing units and units friendly of a unit in Extended Line separately, as if the part were an
to them may not react. independent unit.
9.61 Reaction Refusal/Facing Change. A non-phasing combat Additional restrictions on the use of Reaction Facing Change:
unit may Refuse or change facing in reaction to movement by, or
• May change facing by only one vertex.
fire from, an enemy unit.
• Any enemy Movement or Advance into a hex adjacent to the • May not do so if it is Refused or stacked with a unit that cannot
non-phasing unit may trigger a Refusal or Facing Change. Reaction Face.
• Enemy fire from a hex outside the non-phasing combat unit’s • If artillery, it is subject to a –2 DRM for the first non-phasing
front may trigger a Refusal or Facing Change, unless the fire following the Reaction Facing during that enemy brigade
non-phasing unit must retreat as a result of the fire. The reaction Activation. Rapid Fire is not allowed for that fire.
occurs after the results of the Phasing Fire are applied, including 9.63 Moving in Reaction. Mounted cavalry and artillery have the
both shots from rapid firing artillery [10.68] or Spencer Re- additional capability of moving in reaction to enemy movement
peaters [14.3]. A unit may Return Fire after a Refusal or facing within three hexes of their present position.
change [10.42], unless it suffers a 2nd Disorder due to failing Note: This section does not apply to enemy Advance after Fire
its UDD [9.62]. For firing after Reaction Refusal, follow the or Shock.
restrictions of 7.34.
• Mounted cavalry and artillery may move in reaction one or two
• To use Reaction Refuse, a unit must be eligible to Refuse (7.31,
hexes, using the Retreat rules [12.44]. Because it is a non-phasing
7.32).
unit, there is no MP cost to do so.
• Units in Extended Line may Refuse, but cannot change facing
• A mounted cavalry or artillery unit under March Orders or
using this rule.
already in the Frontal hex of another enemy unit may not
reaction move.
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Great Battles of the American Civil War Rules v2023 21
• Artillery may not reaction move into a hex that would normally player’s discretion, but must enter before the next group scheduled
cost it more than 2 MPs to enter. Artillery may use the Road/ to enter via the same entry hex(es). Unless stated otherwise in the
Pike/Trail movement cost if eligible. Battle Book, reinforcements within a particular group do not have
• Units must perform a UDD after a reaction move. A failed to enter in the order listed.
UDD results in Disorder, a 2nd Disorder results in the loss of 9.74 Some reinforcements are restricted as to the number of Acti-
1 SP or one gun. For cavalry, add to the roll the MP cost of any vation Phases they may undertake in the turn in which they enter.
hexside crossed plus that of each non-clear hex entered. If the This applies even to entering reinforcements using March Orders.
cavalry unit’s strength is 4 SP or less, and it is under Advance
Orders, it may use the Pike/Road/Trail cost to calculate the EXAMPLE: A unit arriving under March Orders stated to have
UDD modifier [8.13]. only one AM allowable for its turn of entry may move only the
equivalent of one Activation.
• The decision to move in reaction is announced and implemented
before the phasing unit moves to a hex in triggering range but
use the triggering hex to determine the retreat path. 10.0 Fire Combat
• If mounted cavalry or artillery chooses to move in reaction, the
Combat is divided into two parts: Fire and Shock. Fire is under-
phasing unit must move into the triggering hex, but may keep
taken either as part of (or instead of) Movement, or in Reaction
moving, if it has MPs remaining.
to enemy movement or fire. Shock is effected and resolved after
• An artillery unit may move in reaction once per enemy brigade all movement and fire has been completed. The combat units use
Activation. their SPs for both Fire and Shock.
• An artillery unit can either move in reaction or use Approach
Fire [10.45] during a given enemy brigade Activation, but may 10.1 Basic Fire Concepts
not do both. Fire combat is of two types: small arms and artillery.
• Each hex artillery enters during Reaction Movement may not be
closer to any enemy unit that is within four hexes of the artillery 10.11 Units may fire at the enemy when:
and has LOS to it. • Activated and under Attack Orders (in addition to Movement).
• If possible, the phasing unit may fire at artillery before the reac- • Activated and under Advance Orders (instead of Movement).
tion move. Any failed UDD, D, or step loss limits the reaction • In reaction to certain enemy actions (but not while under March
move to one hex. Orders).
PLAY NOTE: Theoretically, cavalry can keep retreating if the 10.12 A unit may fire at any enemy unit within the Range of its
phasing unit keeps advancing. This could happen even when the Weapon Type and within its LOS [10.2]. The Range is the number
phasing unit is mounted. However, each time the non-phasing of hexes from the firing unit to the target, counting the target unit’s
unit so retreats it could incur Disorder. hex but not the firing unit’s hex.
10.13 No unit is ever required to fire; fire is always voluntary. How-
9.7 Reinforcements
ever, each phasing unit must complete its Movement/Fire before
9.71 In most games in the GBACW system, reinforcements enter any other phasing unit starts. Exception: See optional rule 10.82.
through the map edge hexes listed in the scenario, paying the
appropriate movement cost to enter the edge hex. Arriving units 10.14 Each unit fires separately; two units may not combine fire.
are given specific Orders—in the Reinforcement Orders Phase The maximum fire allowed from a single hex is based upon SP
[3.0 II/D]—prior to their arrival, and use that Movement mode type firing, regardless of actual strength of the unit(s):
to enter. All reinforcements are considered to be In Command for • 7 SPs of infantry or dismounted cavalry may fire out of a single
Activation purposes during the turn of entry. Entering leaders and hex, regardless of the actual strength of the unit(s). Thus, if you
commanders apply their ratings to reinforcements that are under have a 10 SP infantry unit, you could fire with only 7 SPs.
their command and entering via the same hex or area during the • 4 SPs of mounted cavalry.
same turn, unless the Battle Book specifies the number of AMs the • 12 artillery SPs can fire out of any one hex.
reinforcements receive. Off-map leaders do not affect commands
• Seven total SPs or one battery with artillery and infantry/cavalry
already on the map. A unit entering without its brigadier retains
stacked together [8.31]; the artillery must be stacked on top in
its orders until completing a move within range of its brigadier. It
order to fire [8.33].
then immediately assumes the orders of that brigade. If it moved
under March Orders, it is finished for the turn. Exceptions:
9.72 If more than one stack enters through the same hex, the first • An infantry unit in Extended Line may combine fire from its
stack pays the cost of the entrance hex, the second its cost plus that constituent hexes as it is a single unit. [8.45]
of the first, and so on. Unless under March Orders, reinforcements • Artillery fire may be combined [10.63].
may move into an Entrance Hex despite an enemy unit being ad- • See optional rule 10.82.
jacent to that hex. If under Advance Orders, however, they may
not shock until their next Activation. No unit may enter an enemy 10.15 When a phasing unit fires—and this includes a unit in Ex-
Entrance hex until all reinforcements scheduled to enter through tended Line—it may split its fire between all possible adjacent
that hex have done so, or could have done so. targets in its Frontal hexes. Such splitting must be done as evenly
as possible. A unit may not split its fire against the same target.
9.73 Arriving units that are unable to enter due to units entering Roll separately for each fire. All Return Fire is simultaneous unless
ahead of them may enter the map during the next Action Phase for preceded by a Reaction Refusal/Facing Change. See 10.65 for
that command. Reinforcements may also delay their entry at the artillery exceptions to the above.

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22 Great Battles of the American Civil War Rules v2023
Non-phasing units split fire by reserving part of their firepower for 10.2 Line of Sight
use in a possible later fire opportunity. Such opportunities could
10.21 Units firing at a target two or more hexes distant may fire
include any type of non-phasing fire [10.4]. Non-phasing units split
only at targets to which they can trace a LOS; they must be able
their fire as evenly as possible and are limited to firing twice (treat
to see the target. LOS is traced from the center of the firing hex,
a refused frontal hex separately). They are not limited to firing at
through the Front of the unit [7.11] to the center of the target hex.
units in their two frontal hexes, but cannot fire at the same hex
Line of Fire is the LOS extended indefinitely past both the firing
twice. Non-phasing units that split their fire but suffer SP losses
and target units, regardless of terrain. For all purposes other than
from the first fire combat may still fire with the SPs originally
fire combat, LOS is traced from the center of the sighting unit’s
allotted for the second fire, unless their remaining SP are less than
hex, through any of its hexsides, to the center of the enemy unit’s
allotted, in which case they fire with their remaining SP.
hex (i.e., 360 degrees).
EXAMPLE #1: A 5 SP phasing unit with an enemy unit in each
10.22 Certain terrain hexes block LOS [see Terrain Effects Chart].
Frontal hex may fire all 5 SPs at either unit. Or, it can split fire,
If the LOS is blocked, fire is not possible. Blocking terrain hexes
directing 3 SPs at one hex and 2 SPs at the other. No other com-
can always be fired into, but never through. Fire at an adjacent hex
binations are possible.
may be prohibited across certain hexsides [10.67; see individual
EXAMPLE #2: A 3 SP non-phasing unit may Return Fire with 1 Battle Books for specific cases].
or 2 SP, reserving the rest for a later opportunity to return fire. If 10.23 The following may block LOS, depending on their location:
the result of the first fire combat leaves it with fewer SP than the
• WOODS: Woods are treated as being one full level higher than
number reserved for the later fire, it may use only its remaining
the base elevation. However, Orchards do not block LOS.
SP for that fire.
• TOWNS: Towns are treated as being one full level higher than
10.16 Each Weapon Type has a Maximum and Prepared Fire Range, the base elevation.
listed on the Range Effects Chart. Prepared Fire Range can vary • ELEVATIONS: A hex may block LOS due to its elevation and
from game to game. No unit may fire at a target that is outside its the type of slope hexside it has (if any). An elevation change
maximum range. All fire must be through a unit’s Frontal hexsides, from one hex to an adjacent hex determines the type of slope
as depicted below: hexside between them. For LOS purposes there are two types
of elevation changes:
Gradual: One elevation change to an adjacent hex without any
slope hex sides.
Non-Gradual: One or more elevation changes to an adjacent
hex with a Minor, Steep, or Sheer slope hexside between them.
Notes:
1) Combat units are always considered to be at their hex’s base
elevation.
2) Treat the hexsides of woods and town hexes like Steep Slopes
for determining LOS, i.e., as if they were steeply-sloped hills
one level higher than the actual ground level.
10.24 Intervening Blocking Terrain:
• Higher Elevations. If both firing and target hex are on the same
or different level, any intervening hex with an elevation higher
than both units blocks LOS.
EXAMPLE: Units with “R” weaponry (rifled-muskets) have a • Canopy of Trees. LOS may not be traced through a lower woods
maximum range of five, and a Prepared Fire Range of one; and hex adjacent to a wooded target hex or a wooded firing hex (due
those with “M” (muskets) have a maximum range of two and, for to the canopy of the trees), unless:
Prepared Fire, one. a. The adjacent woods hex is lower than both the firing and
target hexes, and
10.17 To resolve fire, the player determines the number of SPs
b. The base elevation change between the two woods hexes is
and rolls one die, cross-referencing the roll with the Fire Strength
non-gradual.
on the Fire Table. The roll may be modified by several DRMs,
all listed in 10.8 and on the Fire Table. The results are applied • Slopes. If the firing and target hexes are on different levels,
immediately [12.0]. LOS is blocked by any intervening hex or hexside higher than
the average level between them and closer to the lower unit.
Note: If there is Return Fire [10.42] non-artillery units and artil- Halfway or equidistant is closer if:
lery able to Return Fire at Canister range will fire before the effects a. The potential blocking hex has a non-gradual slope hexside
of the fire are applied; artillery units firing at Shot/Shell range will closer to the lower unit, or
apply the results before they return fire [10.45].
b. The potential blocking hexside has a non-gradual slope.

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Great Battles of the American Civil War Rules v2023 23
Notes: Exceptions to the Slopes Rule.
The average level is the sum of the higher and lower units’ base 1. The Intervening Hill Exception. An intervening hex or ridge
elevations, divided by 2 [Average Level = (H+L)/2]. at the same base elevation as the higher unit blocks LOS if
The halfway or equidistant point can either be a hex or hexside separated from the higher unit along the Line of Fire by a hex
depending on the number of hexes between the firing and target of lower base elevation.
hex. 2. The Shadow Exception. For firing and target units on different
A potential blocking hexside can exist only midway between levels:
the firing and target hexes, and only when the adjusted heights a. An intervening woods or town hex always blocks LOS if
of its two adjacent hexes differ. In such cases, the height of a higher than and adjacent to the firing or target unit.
potential blocking hexside is the average of the two adjacent b. A steep or sheer slope hexside between the potential obstacle
hexes’ adjusted height. Woods and towns adjust the height of hex and the lower unit’s hex blocks LOS unless each hexside
their hex’s base elevation by one level for this determination from the potential obstacle hex to the higher unit is equally
[10.23]. steep or steeper.
If the higher hex adjacent to the non-gradual hexside is only 3. Crests [Optional, but Recommended]. If the firing and target
one elevation higher than the lower unit, treat the hexside as units are at different elevations, LOS is blocked if:
gradual. Exceptions: Woods and town hexes. a. The base elevation of hexes along the LOF and behind the
higher unit descends sooner than it does between the higher
and lower units (count the same level hexes in both directions
D C B A W X Y Z from the higher unit’s hex, exclusive), and
Level 6 Level 5 Level 3 Level 2 Level 1
b. The LOF beyond the higher unit does not cross any hexes
SLOPE LOS EXAMPLE. In the illustration above, of higher base elevation before entering hexes of lower base
LOS is clear between A and W-Z. A is on Level 5, while X is on elevation.
Level 2, thus the average level between them is 3.5, and W is For purposes of this rule do not count woods or towns when
lower than the average. Y/Z are on Level 1; the average level determining elevation of hexes beyond the higher unit.
between them and A is 3. No hex higher than that level is closer
to Y/Z than to A. Although the elevation of the non-gradual slope
between A and W (4) is higher than any of the average levels for
X-Z, it is not equidistant or closer to the lower hex.
LOS is blocked between B and W because A (5) is higher than
the average level (4.5) and has a non-gradual slope hexside
closer to the lower unit (and also due to the Shadow Excep-
tion (see below)). The LOS is clear between B and X. A (5) is
higher than the average elevation (4), but is not closer, while
the height of the non-gradual slope (4) halfway between is not
higher than the average level. The LOS is clear from B to Y-Z
because there is no higher average level or non-gradual slope
closer to the target hex.
LOS is blocked between C and W. A is higher than the average
level (5 vs. 4.5) and is closer to the lower hex. LOS is blocked
between C and X. The average level (4) is lower than A (5),
and A counts as closer to X as it has a non-gradual slope hex-
side closer to X. LOS is blocked between C and Y because the
non-gradual slope that is halfway between has a height (4) that
is higher than the average level (3.5). LOS between C and Z is
clear because the potential blocking hexside is not halfway or
closer to the target hex.
LOS is blocked from D to W and X because A (5) is higher than
the average level of both hexes (4.5 and 4) and closer to the
lower hexes. LOS is blocked between D and Y because A (5) is EXAMPLE of LOS and Geographic Crests: In the illustration
higher than the average level (3.5) and has a non-gradual slope above, LOS is blocked between A and Y, because elevation descends
hexside closer to the lower hex. LOS is blocked between D and sooner beyond A than it does between A and Y, and the LOF be-
Z because the potential blocking hexside has a height (4) higher yond A crosses lower elevations before entering any higher hexes.
than the average level (3.5) and is halfway to the target hex. This implies a geographic crest on the hexside between 4406 and
4505. LOS is clear between A and Z. The number of hexes at the
same elevation along the LOF beyond A is the same as the number
between A and Z, so no geographic crest is implied.
10.25 Reciprocal Nature of LOS. LOS is always reciprocal—if
the Firing unit can see the target, then the target can see the firing
M1861 Springfield smoothbore musket
unit. Exception: See 10.26.

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24 Great Battles of the American Civil War Rules v2023
10.26 Combat Units. 10.4 Non-Phasing Fire
DESIGN NOTE: LOS is not the only consideration when de- Non-Phasing Fire refers to opportunities for non-phasing units
termining whether combat units “block” fire. The danger of to fire at activated enemy units that are threatening them in some
“friendly fire” incidents was such that small arms/canister fire way. There are four different types of Non-Phasing Fire: Return
over the heads of friendly troops only occurred when the latter Fire, Pre-Shock Fire, Withdrawal Fire for infantry/cavalry, and
were well below the LOS. Even then it was at least unnerving Approach Fire for artillery. Phasing units (and units friendly to
and sometimes damaging for the intervening unit. Firing over them) may never use Non-Phasing Fire in any form. Exception: If
the heads of enemy troops held no such risks, but typically the otherwise eligible [10.43], phasing units and units friendly to them
closest enemy unit was the most exposed and the only one that may use Pre-Shock Fire versus non-phasing units that Continue
mattered to the firing unit. Shock [11.47].

Given no blocking terrain, intervening combat units block small 10.41 Non-Phasing Fire is available to units under Advance and
arms fire at all ranges and artillery fire at canister ranges [10.67], Attack Orders; it may not be used by those under March Orders.
with the following exceptions: An eligible unit may use all its SPs for each type of Non-Phasing
Fire once per enemy brigade Activation. The limits in 10.14 apply.
• The intervening unit’s hex has a base elevation lower than that
of both the firing and target units. For each triggering action, the owning player must declare which
• No intervening units are friendly to the firing unit, and terrain units will use Non-Phasing Fire.
blocks the firing unit’s LOS to all intervening enemy units. • If multiple non-phasing units fire in response to the same trigger,
• An intervening unit in a hex adjacent to a hex two or more levels apply each result in the order that it is rolled.
higher will not block fire for artillery in that higher hex [10.67]. • For each result, apply step losses before applying any non-step
• The Firing and target units’ base elevations differ by two levels loss result [12.21].
or more, the intervening unit is on the same base elevation as • If step losses eliminate the top unit in a targeted stack, apply
the lower unit and is not closer to the lower unit. excess step losses to the next unit in the stack, but ignore any
unapplied non-step loss result (d+2 or D). Other units in the stack
Whenever fire is permitted over the heads of friendly combat units conduct a UDD if the top unit Disorders or is eliminated [8.35].
adjacent to the target, and the unadjusted Fire Roll is 2 or less,
those friendly units must conduct a UDD, Disordering if they fail. • If the target hex is vacated before all fire has been conducted,
non-phasing units that declared fire are still considered to have
Given no intervening, blocking terrain, friendly combat units fired. No actual die roll is needed unless using optional rule 10.9,
block artillery fire at a range of four or more hexes regardless of in which case the firing unit ammo depletes on an unadjusted
their elevation, if such units are on the LOF and within two hexes roll of 5.
of the target, including the two hexes past the target. This applies • A non-phasing unit may choose to split its fire, provided it fires at
even if the firing unit’s range is sufficient only to reach the target. two different stacks. In all cases except Pre-Shock Fire, splitting
Where the LOF runs along a hexside, friendly units adjacent to that non-phasing fire involves reserving part of it for a possible later
hexside and within two hexes of the target block as well. Enemy opportunity, provided the fire targets two different stacks. Apply
units do not block artillery fire at ranges of four or more hexes. the restrictions of 10.15.
Combat units do not block LOS to units under March Orders for
the purposes of rule 6.13, or for purposes of rule 6.31 (Reserve), 10.42 Return Fire. If fired upon by phasing enemy units, non-phas-
or to targets of Cavalry Charge [11.53]. ing units may fire back at the hex from which the phasing fire
originated, if eligible (frontal hexes, range, and LOS all being
10.27 If LOS runs along the hexside of a hex that blocks LOS, taken into consideration). If facing permits, non-phasing units or
the LOS is blocked. (Accurate? No sir. But it stops arguments.) parts of extended units not targeted by phasing fire but adjacent
to either the target unit, the firing enemy unit, or both may also
10.3 Phasing Fire Return Fire, unless already in the frontal hex of an enemy unit in
Phasing Fire applies to activated units (i.e., it is their turn). another hex. Return Fire is simultaneous with the fire that triggered
10.31 A phasing unit may fire only once per Activation, although it: both sides fire before results are applied (see Exceptions below).
it may split its fire at the time [10.15]. EXAMPLE #1: The Phasing player announces a unit will fire. The
Exceptions: Artillery Rapid Fire [10.68] and, in certain battles in non-phasing player then decides whether he will declare any return
the series, Spencer Repeaters [14.3]. fire. The fire attack and associated Return Fire are then resolved.
Note that multiple units may return fire, up to the 7 SP per hex
10.32 A phasing unit may fire when it is Activated under the limit [8.31]. The Phasing Player then declares his next fire attack,
following Orders: and the non-phasing player declares any return fire to this next
• ATTACK ORDERS: It may fire once during its Activation, at attack. Note that non-phasing units may be fired on by two or more
any time before, during, or after Movement. enemy units in succession during an enemy brigade Activation.
• ADVANCE ORDERS: It may fire once, instead of Movement; A non-phasing unit can hold back firepower in anticipation of a
however, it may change facing one vertex before firing. second Return Fire opportunity.

10.33 The following units may not use Phasing Fire:


• Units under March Orders.
• Units under Advance Orders that expend MPs. Exception:
Artillery [10.6].

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Great Battles of the American Civil War Rules v2023 25
EXAMPLE #2: A phasing brigade has two 3 SP infantry units Exception: If any enemy units remain in the hex, then the fire
stacked above a 5 SP unit and a 4 SP unit. The top 3 SP unit an- targets them rather than targeting the withdrawing unit. Follow
nounces its fire, which is then resolved, including any Return Fire 8.35 when resolving such fire.
it triggers. The 3 SP unit below the top unit (if still in the hex) now
10.45 Approach Fire: Artillery may fire at an enemy unit (LOS/
fires at the same or a different target. Such fire and any Return Fire
facing permitting) that, when using Movement [9.0], enters a
is resolved. 1 SP from the 5 SP unit (if still in the hex) fires, either
hex anywhere within three hexes of the guns. It may do this only
at one of the same targets or at a different target, and such fire is
once per enemy brigade Activation. Artillery that uses Reaction
resolved as above. The 4 SP unit on the bottom cannot fire at all.
Facing may fire at the enemy unit that moved adjacent, but with
EXAMPLE #3: A phasing 1 SP unit stacked above a Disordered a –2 DRM [9.62].
unit announces its fire versus a stack of two enemy units. The
non-phasing player declares he will Return Fire with both units. 10.5 Prepared Fire
The Phasing unit and the two non-phasing units all fire before the 10.51 Each small arms (i.e., non-artillery) weapon type has a
results are applied. The top non-phasing unit’s fire results in a (reduced) range within which it may gain the DRM benefit of
“1d+2”; the bottom non-phasing unit’s fire results in a “d”. The Prepared Fire (see the Range Effects Chart). Units may not gain
“1d+2” is applied [10.41]. It eliminates the 1 SP phasing unit. The the Prepared Fire DRM outside that Range.
“d+2” part of the result is disregarded, but the Disordered phasing 10.52 Prepared Fire may be used (only) by:
unit remaining in the hex must undertake a UDD, as the top unit
• Phasing, non-moving, infantry in Good Order (but not dismount-
was eliminated [8.35]. It fails its UDD. Following the 2nd Disorder
ed cavalry) units under Advance or Attack Orders, instead of
Table, it loses an SP, and must retreat one or two hexes. As it is a
moving.
phasing unit suffering a 2nd Disorder, it cannot use Phasing Fire,
as it is done for the Activation [12.35]. No phasing units remain • Non-phasing, infantry in Good Order and dismounted cavalry
in the hex, so the second non-phasing unit’s “d” result cannot be under Advance or Attack Orders [10.4].
applied (although it may result in ammo depletion if using optional • Units that have not changed stacking order, advanced, retreated,
rule 10.9). If the bottom phasing unit had passed its required UDD or are in Extended Column during that activation [8.24, 8.52,
and remained in the hex, it would now have had to again conduct 12.6, 12.4].
a UDD due to the second non-phasing fire result. Note: Units that change facing by one vertex prior to firing, ei-
Exceptions: ther as part of their Activation or as a Reaction, are still eligible
• If Reaction/Refusal Facing [9.61] occurs prior to Return Fire, for Prepared Fire. Exception: Units in woods hexes while under
the attacker’s fire is resolved before the defender fires. This Attack Orders [see 7.22].
only applies if the Phasing fire that triggered the Return Fire 10.53 Units that are eligible for Prepared Fire have a +1 DRM
also triggered the Reaction Refusal/Facing Change. when resolving fire.
• Artillery’s Return Fire is resolved after resolving the enemy fire
at ranges of four hexes or more. 10.6 Artillery Fire
For the most part, the mechanics for artillery fire and small arms
10.43 Pre-Shock Fire.
fire are the same: roll the die, adjust the die roll for range, etc., and
• A unit may fire at its attackers’ hex(es) during Shock Resolution find the result. There are, though, some rules specific to artillery.
[11.38]. In the case of attacking units stacked beneath units not
participating in the shock, the top shocking unit is the target. 10.61 Artillery may move (once) and fire (once) in the same
• If an enemy unit shocks a friendly unit while in the frontal hex of Activation. However, the following penalties/restrictions apply:
one or more other friendly units, or parts of extended units that • Guns that fire have their MA halved for that Activation.
are not in the frontal hex of another enemy unit, the nontargeted • Guns that move (or will move) suffer a –2 DRM when they do
friendly unit(s) or parts may also use Pre-Shock Fire, whether or fire.
not the targeted unit retreats or routs prior to shock resolution. • Moving batteries that exceed half their MA may not fire.
• Pre-Shock Fire is available to both phasing and non-phasing • Disordered artillery may not fire; it may move.
defenders against Continued Shock [11.47], unless they used it
• Phasing or non-phasing artillery that starts a brigade Activation
previously during that brigade Activation or are in the Frontal
stacked under non-artillery but for any reason becomes the top
hex of another enemy unit.
unit may fire if otherwise eligible, but incurs a –2 DRM for that
10.44 Withdrawal Fire. Whenever an enemy unit during Move- fire and cannot Rapid Fire.
ment attempts to leave a non-phasing infantry or cavalry unit’s
10.62 Artillery batteries may use Phasing Fire either when ac-
adjacent Frontal hexes, the latter may fire before the enemy unit
tivated as part of a brigade or a division or when their Artillery
leaves. This fire is possible only during voluntary Movement, not
leader is activated.
during Advances or Retreats. All eligible units fire before the phas-
ing unit moves, but after any facing changes. Any failed UDD, D 10.63 Combined Fire. Batteries or sections stacked in the same
or step loss limits the withdrawal to one hex. For a 2nd Disorder, hex may combine their fire at ranges of four hexes or greater.
the unit applies the result listed in the 2nd Disorder Table and does Different batteries, even those in the same hex, that are firing at
not use Withdrawal Movement.​ ranges of one to three hexes (canister/grape), may not combine
fire, although gun sections from the same battery may combine.
10.64 If there is more than one type of gun combining fire, and the
DRM for the range is different for each, use the worst DRM for all.

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26 Great Battles of the American Civil War Rules v2023
10.65 Split Fire. A battery may split fire into more than one hex, Rapid Fire is declared before any die roll and applies even if there
if it has more than one possible target. Unlike phasing Small Arms is no remaining eligible target for the second shot. Both the first
units that split fire, artillery may target enemy units at any range. and the second shots must target the same hex.
[Exception: See 10.66]. Otherwise, apply the restrictions of 10.15.
10.69 Whenever a battery or section fires, either separately or in
A battery consisting of different gun types may instead split its
combination, and rolls an unadjusted 5, it incurs a Low Ammo –2
fire by gun type, combining sections as desired, and may target
DRM. If it is already at –2, then it is Out of Ammo (with no firing
the same hex more than once [Exception to 10.15]. However, if
allowed). If the firing unit is a section, then the penalty applies to
targeting the same hex more than once, any roll resulting in Ammo
the section. The new ammo depleted DRM does not apply to the
Depletion applies to all sections targeting that hex. Sections may
fire that triggered it. For guns using Rapid Fire, anytime a player
not split their fire.
rolls an unadjusted 0 or 5, those guns are Out of Ammo [10.68].
• A battery’s Split Fire and all Return Fire is declared prior to any Apply it after the second shot is resolved. Use the procedure in
fire die rolls, unless the Return Fire is not simultaneous with the optional rules 10.92 and 10.93 for Ammo Resupply.
Phasing Fire [10.42, 10.45].
• If firing a multi-section battery as a whole but splitting its fire, or 10.7 Small Arms Fire vs. Artillery
if splitting fire by section but combining two or more sections, SP losses from small arms/grapeshot fire are treated as the loss of
see 10.64. one gun per SP loss.
• Two or more batteries combining fire may not split that fire.
DESIGN NOTE: In reality, it is the crew loss that makes oper-
10.66 A phasing battery alone in a hex and in the Frontal hex of ation of that gun impossible, the gun being abandoned.
an enemy unit, must, if it can, fire at that enemy unit, if it chooses
to fire. It may split its fire [10.65] if it has enemy units in both 10.8 Fire Die Roll Modifiers
frontal hexes.
10.81 The die roll to resolve artillery or small arms fire may be
10.67 Artillery Range Issues modified by various conditions. All DRMs are cumulative.
• Canister/Grapeshot vs. Shot/Shell. Artillery used different +/–? Range effects [see the Range Effects Chart].
types of ammunition, depending on the range to the target: –? Terrain effects [see the Terrain Effects Chart].
• Artillery fire at one, two or three hexes (canister and grapeshot) +1 Small arms fire from directly “behind” Breastworks (not for
is resolved as small arms fire. arty firing as small arms at one to three hexes).
• Artillery fire at a range of four hexes or greater uses the Artillery –1 Infantry/dismounted cavalry defending against small arms/
Fire Table. It affects all units individually and equally in the canister fire through a Breastwork hexside. There is no de-
target hex [Exception to 8.35]. fensive benefit for artillery fire at Shot/Shell range [15.23].
• Artillery And High Ground. If an artillery unit is firing down- +/–1 Massed or Dispersed Target [8.34], applies only to Shot/Shell
hill—the target is at a level lower than the firing guns—at ranges artillery fire.
of four hexes or greater, add one to the roll. This DRM is not +1 If target is non-phasing (only) mounted cavalry.
cumulative with +1 DRMs for downhill fire listed in the TECs.
–1 Mounted cavalry firing.
• Artillery may not fire into an adjacent hex if it is two or more
levels higher or lower than the firing hex. Exception: Artillery +1 Prepared Fire [10.5].
may use Pre-Shock Fire in such a case, but with a –2 DRM and –1 Disordered unit firing.
may not Rapid Fire. +1 Flanking Fire. If a target incurs fire through a Flank hexside.
Note: Battle Book rules on terrain take precedence. This does not apply when:
• The target is under March Orders, or
10.68 Rapid Fire. Smoothbore cannon-artillery types noted
• The fire is artillery (shell) at four hexes or greater.
with an (RF) on the Range Chart; e.g., “N”-may use Rapid Fire
to increase their firepower at ranges of one, two or three hexes. +1 Artillery Fire at a lower-level target at Ranges of four hexes
However, guns that have expended or will expend MPs may not or more [10.67].
use Rapid Fire. Procedure: –2 Artillery Fire in same phase in which it Moved or became
• Cannon using Rapid Fire may fire twice (whether it is Phasing the top unit.
or Non-Phasing Fire). –1 Green Infantry firing.
• When using Rapid Fire, if an unadjusted 0 or 5 is rolled on –? Night Turn fire [16.1].
either shot, the guns are Out of Ammo after firing both shots –2 Dawn or Dusk firing [16.11].
(this represents overheating, overuse of available ammo, etc.) –2 Artillery non-phasing fire after a facing change.
[10.69].
–? Fatigue [17.31].
• For both Phasing Fire and Return Fire, the artillery’s first and
second shots are simultaneous with enemy fire. Apply the results
of both shots in the order rolled. Exception: If the Phasing Fire is
from outside its fire arc, a non-phasing unit applies both results
prior to any Reaction Refusal/Facing Change.
• If combining fire with rifled artillery types, all guns fire the first
shot. Only the Rapid Firing smoothbore types fire the second
shot.

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Great Battles of the American Civil War Rules v2023 27
General Terrain Notes:
• When a LOF follows a hexside and then enters the target unit’s
11.0 Shock Assault
hex at a vertex between a hexside that benefits the target unit The term “shock” simulates hand-to-hand, charge-and-assault.
and one that does not, the target unit receives the benefit. Although there is some firing going on, most of what is happening
• The +1 benefit does not apply to a firing unit behind breastworks is an initial, short charge, followed by a rather disorganized melee
but whose LOF passes through the vertex between Breastwork intended to get the other guy to abandon his position. Shock was
and non-Breastwork hexsides. intended to take advantage of the casualties and Disorder caused
by fire. In itself, it caused few losses; but when effective, it could
• Most Terrain Effects Charts in the series include the following
throw an enemy unit, teetering on the edge of indecision, into a
note, which applies even when omitted.
widespread loss of cohesion (if not headlong flight), rendering it
Combat Effects are all an adjustment to the Die Roll. They apply ineffective for a long time.
if the defender is in the named hex, or being shocked or fired at
across that hexside directly into the target hex. 11.1 Basic Shock Concepts
For slope hexsides that provide DRM for fire, compare the firing 11.11 General Shock Procedure:
unit’s elevation to the target’s elevation whenever the range is
1. Designate all targets of Shock and Charges [11.31].
greater than one hex. Use that elevation difference to determine
which Slope DRM applies. 2. Perform Retreat Before Shock [11.33].
3. Green Attacker Commitment Check [11.36].
10.82 Combined Small Arms (Non-Artillery) Fire [Optional].
4. Defender’s Pre-Shock Cohesion Check [11.37].
Non-artillery units stacked in the same hex must combine fire
when targeting a single hex, applying all other rules governing 5. Pre-Shock Reaction Fire [11.38].
fire. Apply the least favorable DRMs for range, Prepared Fire, unit 6. Resolve Shock and Apply Disorder [11.4].
status, and ammo depletion. Phasing units may postpone fire after Each of the above steps must be undertaken in the order listed,
moving, until all units that will combine fire have stacked together. and each step must be completed for all units before the next is
If splitting fire, follow 10.15, treating the stack as a single firing undertaken. Other than that, players may choose whichever units
unit [Exception to 10.13 and 10.14]. they wish to go first, second, etc.
10.9 Ammo Depletion and Resupply [Optional] Exception: Step 6 is resolved left-to-right or right-to-left down
the line.
DESIGN NOTE: This is an optional rule foremost for the fact
that it means putting another layer of markers on the counters, 11.12 Shock is resolved after all Movement and Fire is completed
which many of you do not like to do. We recommend it to players by units of that brigade for that phase. A unit is eligible to Shock
who like an added level of realism and enjoy the challenge of Attack if:
getting an army to do what you want it to do. Ammo Depletion • It is under Attack or Advance Orders, and
DRM markers are not supplied with River of Death and Three
• It is from the brigade that was active in that phase, and
Days of Gettysburg, 2nd Edition.
• It did not undertake Rally or Construction, and
10.91 Whenever an infantry or dismounted cavalry unit • There is an enemy unit in a Frontal hex, and
fires and rolls an unadjusted 5, it incurs a –2 DRM Low • It did not enter the hex using a 9.42 Exception, and
Ammo. If it is already at –2, then it is Out of Ammo • It did not change facing after entering the hex, and
(with no firing allowed). The new ammo depleted DRM
applies after the unit has finished its fire, including Split Fire and • There is no hexside terrain feature prohibiting movement be-
Rapid Fire. This rule does not apply to mounted cavalry. tween the attacker and defender hexes.

10.92 A unit may reduce its ammo DRM by undergoing PLAY NOTE: Yes, units under Advance Orders may not move
a Resupply and Rally Action [3.0 III/C/3]. An Out of adjacent to non-artillery enemy units. But they may find them-
Ammo can be reduced to a Low Ammo (–2 DRM), or selves adjacent and, in those circumstances, may elect to Shock.
a Low Ammo can be removed. A battery of multiple
sections may Resupply one or more while firing with the others 11.2 Requirements for Shock
during the same Activation. Ammo Resupply is automatic—no Whether a unit “must” or “may” shock varies, as follows:
UDD is required. Ammo Resupply is not a Fatigue action. A unit
that Resupplies may change facing by one vertex, but only after 11.21 The units in the following circumstances must
resupplying and not if it already changed facing after rallying, or Shock Attack:
fails a rally attempt..
• INFANTRY CHARGE: Infantry or dismounted cavalry under
10.93 Units adjacent to an enemy unit are not eligible for Ammo Attack Orders in that Phase that moved adjacent to an enemy
Resupply. unit, did not fire, and are stacked above all non-charging units
in the hex. An infantry Charge carries with it a +1 DRM in favor
10.94 Dismounted cavalry units that mount automatically and
of the attacker (the +1 DRM does not carry over to Continued
fully resupply ammo.
Shock).
• MOUNTED CAVALRY SHOCK: Mounted cavalry that moved
adjacent to an enemy unit and did not fire, whether possessing
fire capabilities or not.

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28 Great Battles of the American Civil War Rules v2023
• MOUNTED CAVALRY CHARGE: Charging mounted cavalry
[11.5].
Note: All stacked units participating in a shock must be eligible
to Charge in order to gain the Charge DRM.
11.22 Any unit eligible under 11.12 and not listed in 11.21 may
Shock Attack. This includes Disordered units, which are eligible
to Shock (with a penalty for being Disordered).
11.3 Pre-Shock Resolution
The sections below refer to the steps of the General Shock Pro- EXAMPLE 1: In the diagram above, the following principles apply
cedure [11.11]. to Attacker “A”:
11.31 Step 1: Target Designation. In the Target Designation Step, • A1, A2 and A3 may not combine to attack D1 and D2 because
the attacker must designate which enemy units are being attacked each shock must designate only one attacking or one defending
by which attacking units. All non-phasing units in the Frontal hex unless extended units are involved.
hexes of a designated attacking unit must be the subject of a shock • A2 may attack both D1 and D2, with A1 and A3 not attacking
attempt by at least one attacker. As long as this requirement is anyone.
met, the attacker is free to withhold eligible, non-charging units
• If A2 (with or without A3) attacks D2, then A1 must attack D1.
from participation in the shock. All declared shock attacks must
be designated such that there is either only one attacking hex or • If A1 attacks D1, and A2 attacks D2, then A3 need not attack,
one defending hex. as all defenders are covered.
Exception: Multiple hexes can attack multiple hexes when a sin-
gle Extended Line unit, possibly stacked with artillery, is either
defending or attacking, or both.
11.32 Combining Strength. The following principles apply to
determining when attacking units may combine their strengths in
one attack. Combined attacks are declared during Shock Step 1
and apply even if the attacking units are no longer adjacent for any
reason at the time they shock (e.g., results of Pre-Shock Reaction
Fire versus the middle hex of three attacking hexes).
• Adjacent infantry and/or dismounted cavalry must combine. If EXAMPLE 2. If A and B are attacking Extended unit C, they cannot
attacking units are not adjacent to each other (or to one other) combine their strength, as they are not adjacent. The Shock Ratio
they may not combine. will be calculated for each shock using the Extended unit’s full 12
• Infantry and/or dismounted cavalry may not combine with SP. If Extended unit C is attacking, it must attack both A and B,
mounted cavalry. and the Shock Ratio will be C’s 12 SP versus A and B’s 12.
• When mounted, adjacent charging cavalry may combine—and
adjacent shocking cavalry may combine—but charging cavalry
may never combine with shocking cavalry.
• Conversely, one attacker must shock both units in each of his
frontal hexes, combining the strength of the defenders.
• A shocking unit may not split strength; that includes an Extended
unit.
• A defending unit may end up being shock attacked more than
once (e.g., by two attacking units not adjacent to each other).
One attack is resolved, then, if the defender is still in place, the EXAMPLE 3. If Extended unit A is attacking B, the Shock Ratio
latter is resolved. The defender conducts only one Pre-Shock will be calculated using the Extended unit’s full 12 SP, despite B
Cohesion Check in such instances, applying the worst case DRM not being adjacent to both hexes of A.
from the Defender’s Pre-Shock DRMs table.
• As long as all defending units in the frontal hexes of attacking
units are designated for shock, there is no other requirement. Use
the Shock markers to indicate attackers and targets, removing
them as the combat proceeds.

6-pounder

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Great Battles of the American Civil War Rules v2023 29
MARCH ORDER DEFENDER’S PRE-SHOCK COHESION
CHECK: If a defending unit is under March Orders, it undergoes
the same check as above. However, the results are different:
• If the unit passes, it Disorders.
• If the unit fails, it Routs (non-artillery) or is Abandoned (artil-
lery).
Exception: Units attacked in Continued Shock do not perform a
Pre-Shock Check.
DRMs: Certain DRMs apply to the defending unit (only) in Pre-
EXAMPLE 4: If the three-hex Extended unit A is attacking, it must
Shock Check. These are listed in the Defender Pre-Shock DRM
attack both C and B, and the Shock Ratio will be A’s 18 SP versus
section of the charts. The DRM for defenders attacked from the
B and C’s 12. If B and C are attacking A, they cannot combine
flank or rear applies regardless of whether the attacker would be
their strength, as they are not adjacent.
eligible for a Position Modifier during Shock Resolution [11.42].
11.33 Step 2: Retreat Before Shock. Non-phasing infantry and cav- The DRM for Breastworks applies if the shock will cross a pro-
alry about to be shock attacked by infantry may Retreat Before Shock: tected hexside. Extended units qualify for the DRM if any one of
• Infantry or dismounted cavalry move one hex away from the their attacked parts qualify.
attacker, maintaining facing. 11.38 Step 5: Pre-Shock Reaction Fire. Units with shock attackers
• Mounted cavalry move up to two hexes, maintaining facing. in their Frontal hexes may fire at those attackers only, within the
restrictions for Non-Phasing Fire [10.4, 10.41, 10.43]. All results
PLAY NOTE: This differs from 9.63, Cavalry Reaction Move- are applied immediately.
ment, as that is in reaction to movement and takes place before
any combat can occur; the above is reaction to a shock attack. 11.4 Step 6: Shock Resolution.
Thus the cavalry has two chances to choose discretion over valor. The final step in the Shock procedure is to resolve what you have
The following may not Retreat Before Shock: brought about.
• Units under Attack Orders, 11.41 Resolution Procedure. Each separate shock attack is re-
• Units under March Orders, solved (conducting all of the steps listed below) before proceeding
• Artillery units, and to the next. Resolve all attacks either left-to-right, or right-to-left.
No picking or choosing your spots.
• Any unit being shock attacked by mounted cavalry, whether it
is charging or not. a. Determine Shock DRMs
b. Resolve Shock
Disordered units may retreat before infantry shock, after which they c. Conduct Advance
undergo a UDD [2.6]. If the unit fails, consult the 2nd Disorder Table.
d. Perform Shock Continuation
11.34 A retreating unit may not stop in a friendly-occupied hex it e. Apply Post-Shock Automatic Disorder
normally could not enter because of stacking restrictions. Instead,
it must retreat through those units [12.46] until it reaches a hex 11.42 Step 6a: Determine Shock DRMs. Each individual shock
in which it can stack. A retreating unit may not enter an enemy attack often takes into account factors other than just the sheer
Frontal hex occupied by a friendly unit if that hex is designated numbers involved. These factors are all integrated as adjustments
for a shock that is not yet resolved. to the shock resolution die roll. The Shock DRM Chart lists all
the adjustments as they pertain to either the Attacker (additions to
11.35 If the hex is vacated, the attacking enemy infantry may the die roll) or Defender (subtractions from the die roll). All such
advance during its Shock Step 6c. Continued Shock [11.47] is not DRMs are cumulative.
possible. Retreat Before Shock effectively ends the shock attack.
Multi-hex attacks use the following guidelines:
11.36 Step 3: Green Attacker Commitment Check. If an attack-
ing unit is Green [14.1], it must pass a UDD [2.6] before shock • When the cumulative terrain DRMs between each attacking and
attacking. If it fails, it will not shock, but the failed check counts defending hex are different, the best case cumulative terrain
as a shock attempt for Target Designation purposes [11.31]. Failing DRM for the defender applies as the terrain DRM for the attack.
this UDD does not produce Disorder. • The Charge DRM applies only if all participating units in all
attacking hexes are charging, but charging units must Continue
11.37 Step 4: Defender’s Pre-Shock Cohesion Check. Prior to Shock if eligible [11.47].
resolving Shock Assaults, each designated defending stack un-
• When units from different, but coordinated brigades, are attack-
dergoes a Pre-Shock Cohesion Check. The top unit in each stack
ing and would have different brigadier DRMs, the best case DRM
conducts a UDD [2.6]. If a defending Extended Line is stacked
for the defender applies.
with artillery and more than one unit could be regarded as the
“top” unit, the defending player has his choice of which one to use. • When the position DRMs for each defending hex are different,
the best case position DRM for the defender applies.
• If the unit passes, the stack defends normally.
• When there are multiple attacking units with different Fatigue
• If the unit fails, the defender(s) suffers a Disorder result. If Level shock DRMs, use the Fatigue Level shock DRM that is
already Disordered, consult the 2nd Disorder Table (already least beneficial to the attacker.
Disordered artillery is Abandoned).

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30 Great Battles of the American Civil War Rules v2023
• When there are multiple defending units with different Fatigue unit(s) may change facing by one vertex after the advance. If ex-
Level shock DRMs, use the Fatigue Level shock DRM that is tended, see 8.47. Defending units eligible for Continued Shock may
most beneficial to the defender. Advance [11.47]). If attacked from the Flank or Rear, but eligible
to Continue Shock, the original defender may change facing as
11.43 Attacker and defender compare their combat strengths to
needed to advance into the attacker’s vacated hex. If choosing not
obtain the Shock Ratio. The concepts regarding combining strength
to Advance, the defender(s) may nevertheless freely change facing.
[11.32] apply, to which we add that mounted cavalry charging into
a defender’s Flank or Rear has its strength doubled, while mounted PLAY NOTE: Due to the Shock Resolution Procedure’s sequence
cavalry shocking or charging into woods or cedar hexes, or defend- of steps [11.41], Shock or Continued Shock [11.47] may result
ing in such hexes, has its strength halved. The Attacker compares in a defender vacating a hex designated as the target of a still
his SPs to those of the Defender and reduces that comparison to unresolved shock. In such a case the attacker that originally
a simple odds ratio—one of the ratios given on the Shock Ratio targeted the unit must advance into the hex (stacking limits
Chart. Odds are always expressed attacker to defender. The Shock permitting). It then ends its shock sequence, suffering no Post-
Ratio is used as a DRM. Shock Disorder [11.48]. If the defender remains in its hex, the
Rounding. When reducing to a simpler ratio, round off as follows: original attacker must shock it. Similarly, a victorious defender
may target a phasing unit that declared a shock but has not yet
• Round off in favor of the Attacker if all Attackers moved during
resolved it. Resolve the phasing unit’s shock according to 11.41
the Action Phase and the Defender is not getting any DRM bene-
if it does not vacate its hex as a result of the Continued Shock.
fit from terrain. Exception: Odds round in favor of the Defender
during Continued Shock [11.47]. 11.47 Step 6d: Continued Shock. A possible result of
• Round off in favor of the Defender in all other instances. Shock (in addition to losses and Disorders) is the abil-
ity of the attacker to Continue Shock by attacking again
EXAMPLE: 5 SPs shock attacking 3 would be at a 2-to-1 ratio if or, in the case of the defender, counter-attacking.
the attacker moved, but the ratio would be 1½-to-1 if the attacker
started adjacent or the defender is in the Woods. Eligibility. In the following cases, Continued Shock is mandatory
for units that Charged [11.21] and voluntary for units that did not
An odds ratio less than 1-4 is treated as 1-4; a ratio more than 5-1 Charge.
is treated as 5-1. • Failed Pre-Shock Cohesion Checks lead to all non-artillery
Additional Adjustments. Check for and add all DRMs. In ad- defenders routing and all defending artillery being Abandoned.
dition to noting the (possible) Shock Ratio DRM, and positional • The adjusted Shock Resolution die roll is 8 or higher (see the
advantage [11.44], the players check the Shock DRM Chart to see Shock Resolution Table).
if any other adjustments apply.
In the following cases Continued Shock is always voluntary:
11.44 Position. Position benefits only the Attacker and refers to • Adjusted Shock Resolution rolls of 8 or higher for any Continued
whether the attacker is shock attacking through the defender’s Shock after the first.
Flank or Rear hexes, or a combination of Front, Flank, and/or • For the Defender after an adjusted Shock Resolution roll of 1 or
Rear. Green units failing their Pre-Shock Commitment Check do lower. In this case, the Defender in the original Shock becomes
not count for determining Position DRM. the Attacker for the Continued Shock [see also 11.48].
When non-adjacent attackers shock the same defender(s), apply
Exception: Units unable to advance in Shock Step 6c due to stack-
any positional modifier to each of those shocks.
ing restrictions are ineligible to Continue Shock. If the defender
“Surrounded” means that all hexes adjacent to the defender are could not retreat, conduct Continued Shock against the same
either occupied by units shocking that defender or are Frontal defending hex(es) with all charging units and any others chosen
hexes of those shocking units. Apply the +5 DRM to all shocks, from the non-charging units that participated in the shock.
regardless of whether the shocking units can combine. If Continued Shock eligibility is due to Routs and/or Abandoned
If the attacker will benefit from a DRM for Position, subtract one Guns following failed Pre-Shock Cohesion Checks, and the at-
from the shock resolution die roll for each attacking hex in the tacking brigade has designated multiple shocks, place a Continued
frontal hex of an enemy unit not targeted for shock. Shock marker on the eligible attacker(s). During their Shock Step
11.45 Step 6b: Resolve the Shock. Shock is resolved by rolling 6 they advance into the vacated hex [11.46]. If then declining a
the die, adjusting according to the DRMs determined in 6a, and voluntary Continued Shock, remove the marker.
referring to the Shock Resolution Table. Procedures. Unit(s) able to advance in Shock Step 6c and con-
ducting Continued Shock:
Results from the Shock Resolution Table are applied immediately.
• May advance one or two additional hexes. This advance must if
Note: This is where Fatigue is incurred if using that option. possible place one or more enemy units in the attacker’s frontal
11.46 Step 6c: Undertake Advances. If all defenders vacate the hexes.
hex(es) or only Abandoned Guns remain, all attacking units that • Must stop upon advancing adjacent to an enemy combat unit or
can, must now advance into at least one vacated hex. (Exception: suffering a 2nd Disorder due to terrain [12.6].
Advance is voluntary when the defender Retreats Before Shock • May change facing one vertex for each hex entered in the addi-
[11.35]). The attacker must advance all of the attacking units, with- tional advance.
in stacking restrictions, with charging units having first priority,
• May neither enter nor cross impassable terrain.
followed by non-charging units at the top of stacks. The advancing
• May not enter any hex that would normally cost it more than 2
MPs to enter.

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Great Battles of the American Civil War Rules v2023 31
Exception: If already adjacent to an enemy unit after the advance AFFECTING ONLY DEFENDING UNITS UNDER MARCH
in Shock Step 6c, no further advance is possible. In this case, if ORDERS:
Continued Shock is voluntary, it must be declared prior to the • The brigade automatically changes to Advance Orders.
defender’s decision to Reaction Face/Refuse.
• Units in that brigade that were not involved in Shock that phase
Upon finishing this advance, the unit(s) must then shock all enemy must then undergo a UDD [2.6], which, if they fail, Disorders
units in its Frontal hexes, using standard rules for such (Steps 1 them. If already Disordered they lose 1 SP.
through 6d), with the following Exceptions:
Note: These two effects occur even if the defending March Orders
• If the defender was designated as the target of a different, still
unit routed before shock (Step 4).
unresolved shock, the Continued Shock cannot combine with
the other shock. PLAY NOTE: Essentially, units attacked while under March
• There is no die roll for Green attacker commitment or defender Orders suffer several (bad) effects: they cannot Reaction Fire,
Pre-Shock Cohesion Check. their Pre-Shock Cohesion Check can cause them to rout, and,
• Continued Shock never gets a Charge bonus DRM, whether when it is all finished, the rest of the brigade undergoes a UDD.
infantry or cavalry.
• Odds ratios round in favor of the defender. 11.5 Cavalry Charge
• If the -1 DRM for “No Brigadier” did not apply to the first shock, 11.51 Mounted cavalry units that Shock are Charging
it does not apply to Continued Shock. if they meet the requirements of 11.52 to 11.54. Caval-
ry units that did not move in the Action Phase, or that
• For each Continued Shock a unit undertakes, subtract one (–1)
moved but are otherwise ineligible to Charge, use the
from the Shock DR. Thus, the second Continued Shock (in
normal Shock rules above.
succession) would be –2, etc.
• Apply Shock Step 6e, Automatic Disorder [11.48], after all 11.52 Eligibility. For cavalry to Charge it must be under Attack
successive Continued Shocks have concluded. Orders, have an enemy unit within its LOS, be able to move ad-
jacent to that unit using no more than 5 MP, and have started the
PLAY NOTE: It is possible that one Continued Shock attack will Activation within Command Range of its brigade leader (if it has
result in another. Successful attackers can roll up an enemy line a brigade leader).
in this fashion.
Cavalry that disorders during the Charge attempt must complete the
11.48 Step 6e: Apply Post-Shock Automatic Disorder. At the Charge (Exception: see 11.57), unless it retreats due to suffering
conclusion of each Shock attack (or at the end of a series of a 2nd Disorder [12.34].
Continued Shocks, if applicable) the additional results below are
applied unless the affected units routed. The term attacker, for this Charging cavalry may not fire during any portion of a Charge.
subsection, applies to the player who is rolling the die to resolve the 11.53. Procedure. A player wishing to Charge announces his
Shock or Continued Shock. Both sides may have attacked during intention and, before moving, makes a UDD for the top unit in
the phase. This Automatic Disorder applies only to units that have the stack [2.6]:
actually engaged in Shock Step 6b (Exception: see March Order • If the unit passes, it and any eligible units with which it is stacked
Defending Units, below). It does not apply to an attacker when must Charge.
the defending unit voluntarily Retreats Before Shock or vacates
the hex because of a Defender Pre-Shock Cohesion Check. Step • If the unit fails, there is no Charge, and the unit/stack remains
losses from Post-Shock Automatic Disorder cannot cause leader in place, its Activation finished.
casualties [12.7]. Cavalry that passes its UDD then conducts its Movement. Stacked
AFFECTING ONLY ATTACKING UNITS: units that charge may move as a stack (Exception to 8.21). Upon
moving adjacent to the enemy, mark the charging units with a
• All attacking infantry and dismounted cavalry in Good Order Cavalry Charge marker. When the Shock sub-phase begins, con-
are now automatically Disordered. duct the applicable steps of the Shock Sequence, starting with
• Each stack of attacking units with at least one already Disordered Step 1 [11.11].
unit suffers a 1 SP loss (call them stragglers, if you wish).
11.54. The Charge Path. The last three hexes (or less depending
AFFECTING ATTACKING AND DEFENDING CAVALRY on how far it moved) of Movement is called the Charge Path. While
(whether charging [11.5] or not): in the Charge Path, the charging unit or stack may not change
• All mounted cavalry in Good Order is Disordered. facing (it may, of course, have moved more than three hexes, but
• All Disordered mounted cavalry are now Blown. it may not change facing in the last three). The Charge Path does
not include the target hex and may not include any hex occupied
by a friendly unit or which costs more than 1 MP to enter, though
crossing Streams is allowed.

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32 Great Battles of the American Civil War Rules v2023
11.55 Benefits of Charging. If charging a defender that does not
receive a favorable terrain DRM, the Charging unit or stack earns
11.58 Blown Cavalry. Blown cavalry is a Disordered
the following benefits:
unit with the following additional restrictions:
• A +1 DRM for Charging.
• Its disordered printed MA is halved (rounded up) for all purposes.
• Defending units except mounted cavalry add one (+1) to Pre-
• A Blown unit that suffers any Disorder or Step Loss combat result
Shock Cohesion Checks.
automatically loses an additional 1 SP to that result and then must
• Regardless of terrain, Charging mounted cavalry doubles its make a UDD [2.6] to check for possible Rout. If it fails, it routs.
strength if charging into a defender’s Rear or Flank, but halves Blown stacks lose a maximum of 2 additional SP, one from the
it (cumulative with the doubling) if the defender is in a woods top unit and the other applied randomly. Blown units that lose
or town hex. an SP after Collapse [12.23] check for Rout only once.
As in the case of an Infantry Charge [11.21], the benefits of Cav- • Blown cavalry may not Dismount.
alry Charge do not carry over to Continued Shock, nor does the • Blown cavalry is considered under Advance Orders.
defender’s option to Countercharge [11.56]. A Blown marker is automatically removed at the end of the next
11.56 Countercharge. Defending cavalry may opt to Coun- Activation for that unit’s command unless the unit has again been
tercharge charging infantry or cavalry, provided it is not being been involved in a completed Shock Step 6b. After the Blown
attacked through Flank or Rear and has not used Return or With- marker is removed, the unit remains Disordered, but assumes the
drawal Fire during the current enemy brigade Activation. A Coun- orders of its brigade. (Battle Book rules may permit individual
tercharge does not include any actual movement by the non-phasing cavalry units to roll to change orders)
unit. Because Countercharges thus have no Charge Path, apply the EXAMPLE: Hampton’s Legion Cavalry is Blown in its first Activa-
terrain restrictions of cavalry Charges to the Attacker’s hex. For tion of the 1600 turn. At the end of its next Activation, Hampton’s
example, a defender cannot countercharge infantry units in Woods Blown marker is removed; the unit starts its succeeding Activation
hexes. It may Continue Shock after an Attacker Retreats result. Disordered.
• If the non-phasing unit or stack is under Attack Orders, the ability
to Countercharge is automatic. If it chooses to countercharge, it 11.6 Artillery Shock Capability
does not roll a Pre-Shock Cohesion Check. 11.61 Artillery may never Shock attack. Artillery may not Retreat
• If the non-phasing unit is under Advance Orders, it must pass Before Shock.
a UDD [2.6] to Countercharge. The top unit in a stack rolls for 11.62 If a Disordered artillery unit fails a Pre-Shock Cohesion
the stack. If it fails, it must then undergo a Pre-Shock Cohesion Check [11.37, Shock Step 4], then the crew has abandoned the
Check [11.37], and the provisions of 11.55 will apply to the guns. Place an Abandoned 1 marker on the artillery unit.
remainder of the Shock sequence.
11.63 Artillery does not use its printed strength to Determine Shock
The effects of successful Countercharges are: DRMs [11.42, Step 6a].
• The defender may not use Pre-Shock Fire [14.24]. • If artillery is the top unit in a stack with infantry or cavalry or
• AGAINST PHASING MOUNTED CAVALRY: ignore the pro- if there is only artillery in the hex (unsupported artillery), then
visions of 11.55. add 1 SP for every four guns in the hex, rounded down (with a
• AGAINST PHASING INFANTRY: Instead of the infantry minimum strength of 1 SP) to the strength of any non-artillery
receiving a +1 shock DRM for charging, it suffers a -1 shock stacked beneath it when determining Shock DRMs.
DRM (representing the Countercharge). • Artillery units that are stacked with infantry or cavalry but are
not the top unit, as well as Abandoned Guns, do not contribute
PLAY NOTE: A cavalry unit being shocked through a Flank to the odds determination for shock.
hexside may first use 9.61 (Reaction Facing Change [9.61])
to negate the Position approach of the enemy and then opt to 11.64 To Resolve the Shock [11.45, Step 6b], refer to the Shock
Countercharge. Resolution Table with the following Exceptions:
• For an Attacker Retreat result, artillery cannot Continue Shock.
11.57 Cavalry Charge and Reaction Move. If the defending units
Reaction Move [9.63], the charging cavalry has a choice: • For a Bloody Standoff, if the artillery is the top unit or unsup-
ported then it loses one gun. Like losses due to fire combat, this
1. It may continue its move up to the limit of its MA, but cannot lost gun cannot be recaptured.
violate the Charge Path restrictions. If it ends its move with an
• For a die roll result of 10+, all defending artillery is abandoned.
enemy unit/stack in its frontal hex(es), it must complete its Charge,
Place an Abandoned 1 marker(s) on the artillery unit(s) without
even if that enemy unit/stack was not within LOS of the cavalry
retreating the artillery [12.36].
prior to moving.
2. It may attempt to break off the charge. To do so, roll a UDD 11.65 Any artillery that suffers a 2nd Disorder due to shock is
for the top unit in the charging stack. If it passes, the stack stops abandoned. Ignore any Retreat result. Place an Abandoned 1
in place, its activation finished. If it fails, the stack must proceed marker on the unit.
as in no. 1, above.

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Great Battles of the American Civil War Rules v2023 33
11.7 Leadership and Combat 12.23 Collapse. A non-artillery unit that has taken step
losses that reduce it to less than half of its original
11.71 Fire. Leaders/commanders have no effect on Fire.
strength is automatically and immediately Disordered
11.72 Shock. the instant such loss takes effect (No effect if already
• When a brigade designates shocks [11.31], and none of its shock- Disordered.). It is also considered Collapsed; place a Collapsed
ing units are stacked with their brigadier, the player subtracts marker on this unit. Extended units are considered one unit for the
one from the roll for all attacks by regiments in that brigade. purposes of Collapse.
This does not apply to defending units, even those that Continue Note: If the combat result causing Collapse also includes Disorder
Shock. this Disorder will be a 2nd Disorder.
• If during Step 6 a unit is stacked with its “Aggressive” brigadier
A Collapsed unit has these characteristics, in addition to those for
when attacking (not defending), add one to the Shock Resolution
being Disordered:
die roll.
• It may never be rallied to normal status while at less than half
11.73 UDD/Rally. A leader/commander stacked with units from his strength [16.2].
command will provide a negative DRM, equal to his rank (repre- • Each time a Collapsed unit takes additional SP losses, the player
sented by the number of stars on the counter) for each unit in that must make a UDD [2.6] after any required retreat and/or other
stack, for any die roll that requires using the unit’s Cohesion Rat- UDD for 2nd Disorder. If it fails this final UDD, it Routs. This
ing. Multiple leaders/commanders may combine their ranks/stars. does not apply to the step loss involved in Recovery from Rout
Note: A leader/commander stacked with an Extended unit benefits [13.5]. Collapsed defenders suffering a shock result of an ad-
all parts of that unit. justed 10 or higher check for rout only once.
EXAMPLE: A corps commander (three stars) would provide a –3 • A unit recovers from Collapse only by recovering stragglers
DRM to a Rally die roll. [16.2].
EXAMPLE #1: An 8 SP unit that has suffered 4 SP losses is still
12.0 Combat Results normal. The instant it loses its fifth SP it is Disordered and Col-
lapsed. If the Collapse is due to a numbered step loss result, then
12.1 Combat Unit Strengths apply the D or d+2 result.
12.11 All combat units have combat SPs, i.e., incremental steps EXAMPLE #2: The unit from the above example suffers an addi-
representing their manpower (for infantry/cavalry) or guns (for tional result of “1D” from enemy fire. The player reduces it to 3
artillery) at the start of the battle. Thus, an infantry unit with 6 SPs, flips the unit to its Disordered side and places a “Collapsed”
SPs starts with six such “steps,” while one with 11 SPs starts with marker on it. The unit is then reduced to 2 SPs, from the (now 2nd)
eleven steps. Disorder result (and retreated). Lastly, as it has taken additional
SP losses while Collapsed, it must roll to see if it Routs.
12.12 The SP value on the counter is the maximum strength that
unit may ever have. 12.3 Disorder
12.13 To indicate lost steps (SPs), place a numbered Step Loss Disorder represents a wide range of reactions to combat, other
marker beneath the counter to keep track of its present strength. than being killed. As such, it often (but not always) represents
When a unit has taken step losses equal to its original strength it disintegration of a unit’s cohesion.
is eliminated.
12.31 The reverse side of a combat unit is its Disordered side. When
PLAY NOTE: Some players like the marker to indicate steps a unit in Good Order suffers a Disordered result it is flipped to its
lost; others, present strength. It matters little which method you Disordered side (retaining its facing). A unit’s Cohesion Rating
use, as long as both of you agree what method is being used. and MA are reduced when Disordered; not the Strength.
Exception: Disordered status for artillery does not affect Move-
12.2 Strength Point Losses ment. This is a design change beginning with Battles with the
12.21 Units take SP Losses from enemy fire (as indicat- Gringos! and applies to all previous games.
ed by the numbered results on the Fire Table), from
12.32 Disorder from the Fire or Shock Tables:
Shock (where indicated by the Shock Resolution Table),
from Additional Disorder [12.35], and from Recovery • A “d” means that all affected units must make a UDD [2.6]. Roll
from Rout [13.5]. . All step losses are taken before applying any one die for each unit. The UDD is modified by any DRM listed
other results. with the combat result (e.g., “d+2”), and/or the presence of a
leader [11.73]. If a unit fails, it is Disordered.
12.22 All step losses apply to the top unit. If the top unit is elim-
• A “D” means that the Disorder result is automatic to all affected
inated before absorbing all the required step losses, the next unit
units.
in the stack takes the remaining losses. If all units are eliminated,
ignore leftover losses. Exceptions: Bloody Standoff [8.36]; Artil- 12.33 Disorder from Terrain (as shown in the Terrain Effects Chart)
lery fire at Shot/Shell Range [12.35e]. is the same as in 12.32 (without any of the DRMs). In addition,
a moving unit Disordered by terrain immediately uses the MA
on its Disordered side, subtracting what it has already expended.

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34 Great Battles of the American Civil War Rules v2023
12.34 The effects of being Disordered are: f. If a phasing unit incurs a 2nd Disorder from any of the causes
• Units may not voluntarily move adjacent to an enemy. However, listed in 12.35a or 12.35b, it may not undertake further phasing
if a Disordered unit is already adjacent to an enemy it may shock actions of any kind during that Activation. Exception: See 12.47.
attack. Also, cavalry that is Disordered during a Charge is still 12.36 Additional Disorder to Artillery. If a Disordered artillery
eligible to move adjacent and must attack unless suffering a 2nd unit suffers an additional Disorder:
Disorder. [11.55].
• From Friendly Fire, Pre-Shock Cohesion Checks or shock
• Disordered units may Retreat Before Shock, but must undergo results, it is abandoned, ignoring any Retreat specified on the
a UDD [2.6] upon doing so. If the unit fails, consult the 2nd Shock Resolution Table.
Disorder Table and/or see 12.35b.
• From Fire, it loses 1 SP [10.7]. It does not retreat.
• Disorder also causes DRMs for the Pre-Shock Cohesion Check
and for Shock (see the Shock Resolution Table). 12.4 Retreat
• A firing Disordered unit has a –1 DRM. 12.41 Units retreat due to a variety of circumstances. The owning
• Disordered Artillery may not fire, but it may move. player always has the choice of retreat path, when choices are
• A unit Disordered while it is moving assumes the MA of its available. If under Advance Orders and adhering to March Order
Disordered status. Stacking limits, a retreating unit may “use” pikes/roads/trails to
enter a hex it could otherwise not enter, or to avoid a UDD or
12.35 Additional Disorder to Infantry or Cavalry. [See also the Auto-D that might otherwise limit its retreat to one hex.
2nd Disorder Table.] Infantry and cavalry units that are already
Disordered and that incur another Disorder suffer effects that 12.42 Involuntary Retreats.
depend upon the cause of the Disorder (“a” through “d”, below), • ONE HEX: As a result of a Shock Resolution die roll of 1 or
and upon whether a unit is stacked with other units (“e”, below). lower (attacker) or 5-9 (defender), or by a Loose Cannon result
a. FROM FIRE (including UDDs due to Fire Table results disor- for a Cautious Leader [6.24].
dering or eliminating the top unit). A Disordered infantry/cavalry • TWO HEXES: As a result of a Shock Resolution die roll of 10+.
unit (including Blown cavalry) that takes an additional Disorder • ONE OR TWO HEXES: Additional Disorder from Fire, Reac-
remains Disordered and: tion Facing Change, Retreat Before Infantry Shock, Pre-Shock
• Takes one step loss, and Cohesion Check, Adjacent Unit Routs, Friendly Fire, and Retreat
• Retreats one or two hexes, player’s choice. Through Friendly Units.
b. FROM SHOCK (including Pre-Shock Cohesion Checks and 12.43 Voluntary Retreats. These are retreats the player chooses
Retreat Before Infantry Shock), FROM REACTION FACING/ to conduct.
REFUSAL, ADJACENT UNIT ROUT, FRIENDLY FIRE, OR • ONE HEX: Infantry Retreat Before Shock.
FROM RETREAT THROUGH FRIENDLY UNITS: The unit
• ONE OR TWO HEXES: Mounted cavalry Retreat Before Shock
undergoes a UDD [2.6]:
and Cavalry or Artillery Reaction Movement.
• If it fails, it Routs.
• If it passes, it loses 1 SP and retreats one or two hexes (play- 12.44 A retreating unit is subject to the following restrictions:
er’s choice). • It cannot retreat off the map, enter an enemy-occupied hex, or
Non-phasing units incurring a 2nd Disorder due to a failed UDD cross a hexside or enter a hex that in movement it would not
for Reaction Facing Change/Refusal may not return fire versus be able to enter or cross. Exception: Units under March Orders
the triggering unit. may retreat involuntarily even if within four hexes and LOS of
the enemy.
c. FROM TERRAIN: If a Disordered infantry unit is Disordered a
• It may stop in a friendly-occupied hex only within stacking re-
second time by terrain (e.g., in Three Days of Gettysburg, Dis-
strictions. The retreating unit automatically assumes the facing
ordered infantry enters a rough Woods hex and fails the UDD),
of the non-retreating unit.
it ceases movement in the hex that caused it. There is no other
penalty. Exception: see 12.46. Note: A retreating unit that stacks with a non-retreating unit, but
which must then keep retreating due to a 2nd Disorder, retreats
d. FROM AUTOMATIC POST-SHOCK DISORDER:
through the non-retreating unit [12.46].
• Disordered mounted cavalry is Blown.
• If possible, the retreating unit must end its retreat further from
• Disordered infantry or dismounted cavalry loses 1 SP. the nearest enemy unit. If this allows a choice of destination
e. When two or more stacked non-artillery units suffer a 1 SP loss hexes, the retreating unit must if possible also end its retreat
from additional Disorder as a result of the same Fire or Shock, or further from the unit causing the retreat in case that unit is not
as a result of failing UDDs for any reason, the stack loses a total the nearest enemy unit. If only a two-hex retreat will allow
of 1 SP. Treat each Shock Step separately (it is possible to lose the retreating unit to comply with these requirements, and the
SPs during Shock Steps 2, 4, 5, 6b and 6e). Apply the loss to the required retreat is one or two hexes, it must retreat two hexes.
unit that was at the top of the stack prior to any retreats required
Note: Possible retreats include retreat Through Friendly Units
by the fire combat or Shock Step in question, or after any required
advances. Exceptions: [12.46].
• In case of additional Disorders caused by artillery fire at Shot/ • It cannot enter an enemy frontal hex or any hex adjacent to either
Shell range, apply the loss randomly. the unit(s) causing the retreat or to any unit(s) that designated it
• Blown Cavalry [11.58]. for a separate but unresolved shock, unless that hex is occupied
by a friendly unit not currently designated for shock

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Great Battles of the American Civil War Rules v2023 35
• If a unit retreats into a hex that carries a “d” or “D” terrain cost, 12.5 Rout
the retreating unit must either conduct a UDD (d) or take the
12.51 A Rout may occur when:
Auto Disorder (D) as part of the retreat. A failed UDD or a D
halts the retreat if the unit is already Disordered. • A Disordered unit suffers an additional Disorder. See 12.35b or
the 2nd Disorder Table for specific cases.
• Stacked units retreat as a stack, retaining their stacking order,
unless retreating to different hexes. • An adjusted shock resolution roll is 10 or more.
• A Collapsed or Blown unit loses a SP and fails its required UDD.
If any of the above restrictions prevent a non-artillery stack from
retreating, then the stack loses 1 SP for each hex it should retreat 12.52 If Both Sides Would Rout. If both sides involved in shock
but cannot [see 12.45 regarding artillery]. The top unit suffers the end up routing, the single (one) unit with the highest Cohesion
loss. Resolve Shocks and Continued Shocks declared against a Rating does not rout; it ignores the Rout result. All other units rout.
unit unable to retreat after subtracting the appropriate number of If there is a tie, the defending unit(s) will rout; one attacking unit
Strength Points. will not. If using the Fatigue rules, subtract half the unit’s Fatigue,
rounded up, from its cohesion rating when determining the unit
PLAY NOTE: See 8.47 and 8.5 for treatment of Extended units. with the highest cohesion.
12.45 Artillery and Retreat Note: For purposes of this rule consider an Abandoned Guns result
as a Rout [11.6]. Do not count them when determining which unit
• Artillery may not retreat into a hex that would normally cost it
does not rout.
more than 2 MPs to enter. Artillery may use the Road/Pike/Trail
movement cost if eligible. 12.53 An infantry or cavalry unit that Routs is removed from the
• If an Artillery unit cannot complete a retreat, it is abandoned. map and placed in its Division Command Box. It is eligible to be
returned when its brigade is in Reserve [13.5]. Artillery units do
12.46 Retreat Through Friendly Units. A unit or stack that not rout [12.8].
retreats but finds its path blocked by friendly units with which it
cannot stack, or which must retreat through friendly units due to 12.54 Friendly infantry or cavalry units (but not artillery) that
2nd Disorder Table results, continues its retreat until it reaches a are adjacent to, or stacked with, a unit that routs (including one
hex in which it can stop, regardless of any “D” or “d” listed in that routs from this rule!) must undergo an immediate UDD [2.6]
the TEC for the terrain in the hex(es) of the stationary unit(s). All each time a unit so routs. If it fails the UDD, the unit incurs a
stationary units along the path of the retreating unit or stack must Disorder result.
conduct a UDD following the end of the retreat, with failure causing PLAY NOTE: If the routing unit left a leader alone in a hex and
Disorder. If already Disordered, consult the 2nd Disorder Table or adjacent to the enemy, reposition the leader [12.73] prior to
12.35b. A stationary extended unit conducts only one UDD, even undertaking UDDs for adjacent units.
if a unit retreats through more than one of its hexes. Successive
retreats caused by the same Fire Table or Shock Table result do not The rout of one unit could end up having a chain reaction effect.
require additional UDDs for the stationary unit; retreats caused by However, there is no “double jeopardy” due to this rule; if a routing
a new Fire Table or shock result do. unit causes two adjacent units to UDD and one of those also routs,
Exceptions: the remaining non-routed unit does not undergo another UDD. For
example, unit A is adjacent to units B, C and D, while B and D are
• A retreating unit cannot retreat through friendly units in a hex
adjacent to C. If C routs due to A’s routing, B and D only check for
designated for a shock yet to be resolved.
A’s initial rout and not for C’s subsequent rout. The same applies
• A unit required to retreat 1-2 hexes must stop after one hex if a if B and C happened to be stacked.
retreat of two hexes would force it to retreat through a friendly
unit. 12.6 Advance
Note: As stationary units suffering a 2nd Disorder may also be If all defenders vacate a hex as a result of combat, or only Aban-
forced to retreat, a chain reaction of retreats may result. However, doned Guns remain, the attacker causing that result may (and
for any given chain reaction there is no double jeopardy; neither sometimes must) advance into the vacated hex. It may change
units that have already conducted a UDD for Retreat-through nor facing one vertex, if desired. Advance is subject to the following:
the originally retreating unit(s) undertake another UDD if other units
• If the hex is vacated or only abandoned guns remain in it during
subsequently retreat through their hexes as a result of 2nd Disorders.
Shock (including Pre-Shock Cohesion Check, Adjacent Unit
12.47 If a phasing unit is forced to retreat for any reason then it Routs, and failed Reaction Facing during Continued Shock), the
may not undertake further phasing actions of any kind during that attacker must advance all of the attacking units, within stacking
Activation. Exception: If targeted by a defending unit’s Continued restrictions (top units have priority over those underneath). If
Shock, it may if otherwise eligible use Pre-Shock Reaction Fire the defender Retreats Before Shock, the attacker may advance
and may Continue Shock on a Shock Resolution DR of 1 or less [11.35]. Defenders may Advance after shock [11.46] and must
[10.43, 11.47]. advance to Continue Shock [11.47]. For Extended units, see
8.47. Abandoned guns remain in the hex after an Advance [12.8].
12.48 If Both Sides Would Retreat. If both sides must retreat, and Shock-related advances occur during Shock Step 6c.
the order in which retreats are conducted matters, the side with the
• If the hex is vacated due to the results of Fire, including failed
unit having the highest Cohesion Rating retreats last. If there is
UDDs, the attacker may advance the firing unit (the decision
a tie, the defending unit(s) retreat first. If using the Fatigue rules,
must be made immediately). Such an advance may be made only
subtract half the unit’s Fatigue, rounded up, from its cohesion rating
if the firing unit started adjacent to the target. Again, see 8.47
when determining the unit with the highest cohesion.
for extended units. Units under Attack Orders may not move
following an advance.

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36 Great Battles of the American Civil War Rules v2023
• A unit may never advance across a hexside or into a hex where diately subordinate command. Thus, 1/III would be chosen before
movement is prohibited. Exception: See 9.44. 2/III, etc., to replace the III Corps commander. Where subordinate
• If a unit advances into a hex that carries a “d” or “D” terrain commands are not numbered, use the immediate subordinate with
cost, the advancing unit must either conduct a UDD (d) or take the best ratings. It is the player’s choice in case of ties.
the Auto Disorder (D) as part of the advance. A failed UDD or
a D halts the advance if the unit is already Disordered. 12.8 Abandoned Guns
• Artillery may never advance. When combat results call for artillery to be Abandoned,
• Advancing units are not eligible targets for Withdrawal Fire mark it with an “Abandoned 1” marker, retaining any
[10.44] or Approach Fire [10.45]. strength marker. During that same turn’s Recovery
Phase, flip the marker to its “Abandoned 2” side if not
12.7 Leader Casualties yet recrewed. Exception: If a friendly unit in the artillery’s hex
and in Good Order passes its UDD for Friendly Fire or Re-
12.71 If a leader is stacked with combat units that suffer one or more
treat-Through, disregard Abandoned result(s).
step losses as a direct result of either Fire or Shock Steps 1 through
6d (including a step loss as a result of a 2nd Disorder), roll again: Abandoned guns neither block LOS nor count toward the 7 SP limit
• If the roll is a 0, that leader has been killed and is removed from on fire from a hex [8.31]. All units, friendly or enemy, may move
play. without penalty through a hex containing only Abandoned guns.
Note: For a “1d+2” Fire Table result, roll first for the Leader(s), 12.81 Abandoned artillery may be recrewed. The owning player
then for the unit’s UDD. For step losses incurred only due to 2nd removes the Abandoned marker if:
Disorders, roll after all units have conducted their UDDs. • A friendly unit in Good Order moves into or through the hex
• If the roll is a 1-9, nothing has happened (to the leader). (even if it subsequently Disorders), or
• Advances into the hex as a result of combat (even if Disordered), or
If all units in his command are eliminated, the leader is automat-
ically Killed. • A friendly unit already in the hex rallies.

A leader is not removed if all of his units are routed. He can bring The Recrewed battery is returned to play in Disordered status,
them back by being placed In Reserve [6.33]. but must wait until its next Activation before moving or rallying.
When recrewed, the artillery assumes the facing of any friendly
For Extended units suffering a step loss, conduct casualty checks troops in the hex. A stack of two or more abandoned batteries may
for any Leaders stacked in any of its hexes. be recrewed only one battery at a time, due to stacking limits. An
12.72 Leaders stacked with units which Advance or Retreat additional battery in the stack may be recrewed once the already
may stay with that unit for some or all of the advance or retreat. recrewed battery has exited the hex.
Leaders, themselves, are never routed nor are they required to 12.82 If not recrewed before the Recovery Phase at the end of the sec-
advance or retreat. ond turn, any artillery with an “Abandoned 2” marker is eliminated.
12.73 If under any circumstances a leader not stacked with friendly
units finds himself adjacent to an enemy unit, the leader is imme-
diately placed with the nearest friendly combat unit he can reach,
13.0 Combat Effectiveness and
regardless of MP. Measure the path in leader MPs to determine the Rally
closest unit. A moving enemy unit continues moving as if the leader
had not been there. If there is no path to any friendly combat unit 13.1 Unit Combat Effectiveness
free of enemy units, adjacent enemy units, or impassable terrain, Individual units can have the following combat effectiveness states
the leader is Killed. (which are not mutually exclusive):
12.74 To replace a leader, in the Leader Replacement Phase flip • GOOD ORDER: The unit is on it’s front side.
the fallen counter over to the replacement leader side and place • DISORDERED: The unit is on its Disordered side.
the new leader with any unit in that command. • COLLAPSED: The unit is on its Disordered side, and it is at
• If the leader is a brigadier and the counter is already on its less than half strength.
Replacement side, simply bring that Replacement back in the • ROUTED: The unit has disintegrated and is off the map.
Replacement Phase.
These states may be improved by Rally [13.4], Straggler Recovery
• If all units in the leader’s brigade are routed, the Replacement
[16.2], and Recovery From Rout [13.5], respectively.
is stacked with his immediate superior.

PLAY NOTE: The depiction of leader replacements varies from 13.2 Brigade Combat Effectiveness
game to game. In addition, some leaders have no replacements The continued effectiveness of a command in a fight is
and are not replaced if they become casualties. In such cases, dependent on how much of a beating its component units
all Chain of Command rules remain in effect, unless the Battle have taken.
Book specifies otherwise.
13.21 Brigades become Combat Ineffective (CI) when one or both
12.75 If a Replacement leader happens to be the same person of the following situations exist:
as a lower-level leader, flip over the latter’s counter, too, in the • All regiments (excluding those yet to enter as reinforcements)
Replacement Phase. are either Eliminated, Collapsed, Disordered or Routed.
12.76 If a Replacement leader is one who is already out of the game, • More than one-half of the brigade’s regiments are Eliminated,
flip the surviving original leader of the highest numbered imme- Collapsed or Routed.

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Great Battles of the American Civil War Rules v2023 37
13.22 The Combat Effectiveness of a brigade is determined in EXAMPLE #2: A unit with a Disordered Cohesion Rating of 4:
the Combat Effectiveness Phase [3.0 IV/C]. If either of the above • A Rally die roll of 4 would flip unit to normal side.
apply, place a “Combat Ineffective: Brigade” marker atop the
brigadier. The CI marker may be removed at the conclusion of any • A Rally die roll of 5 would keep unit Disordered.
Combat Effectiveness Phase in which enough of the units return • A Rally die roll of 8 would keep unit Disordered but minus 1 SP.
to normal status.
13.42 The following DRMs, all cumulative, apply to any Rally roll:
13.23 A CI brigade may undergo a maximum of two Activations
• If the unit is adjacent to an enemy combat unit there is a +1
in a turn, regardless of the Efficiency of its corps/division. It could
DRM.
have fewer. When its parent division will activate more than twice,
the player may choose which Activation(s) the CI brigade will skip. • If the unit is mounted cavalry there is a –1 DRM.
• If the unit is stacked with a leader, subtract one (–1) for each
13.24 This rule does not apply to artillery battalions/brigades. rank (star) on the leader counter [11.73].
Artillery that is part of the brigade or attached to it does not count
for the determination of Combat Effectiveness for infantry and 13.43 A leader may affect Rally only at the conclusion of his move-
cavalry brigades. ment. The leader may not move between a series of Rally attempts.
13.44 Rally is Voluntary. Players may choose to not attempt Rally
13.3 Division Combat Effectiveness
for a unit. Such units retain their present status.
13.31 A division is rendered CI when more than half of
its brigades are Combat Ineffective in Phase IV/C. Place 13.45 Automatic Rally/Fatigue Reduction. Any on-map brigade
a “Combat Ineffective: Division” marker atop the divi- whose non-artillery units do not move, reaction move, use Phasing
sion leader. Artillery battalions/brigades do not count Fire, construct Breastworks, declare a shock or are designated
as brigades for purposes of this rule. as a shock target for one full turn may, during the Replacement/
Recovery Phase [3.0 IV/B] of that turn either:
13.32 If a division is Combat Ineffective, it (and its brigades) may
• Automatically rally all Disordered units within Command Range
not have more than two Activations in a turn. Moreover, its brigades
of their brigadier, or
may not be coordinated [5.34] in any Activation.
• Reduce Fatigue by one level [17.42].
13.33 A “Combat Ineffective: Division” marker may be removed
at the end of any Combat Effectiveness Phase in which a majority Neither facing changes that do not expend Movement points,
of its brigades are no longer CI. mounting/dismounting, nor Reaction Refusal/Facing Changes are
considered Movement for purposes of this rule.
13.4 Rally Notes:
Disordered units may be rallied as part of an Ammo Resupply and 1. Disordered batteries of artillery battalions/brigades may rally
Rally action [3.0 III/C/3]. Units wishing to Rally may perform no if the battalion/brigade meets the above requirements.
other actions except Resupply Ammo in the phase in which Rally
2. Unbrigaded units may rally or reduce Fatigue by one level if
is attempted.
they meet the above requirements and are within Command
13.41 To Rally a Disordered unit, roll the die, adjusting as described Range of their immediate superior.
below in 13.42. If the die roll is:
13.5 Recovery From Rout
• The same as or lower than its Disordered Cohesion Rating, the
unit is no longer Disordered. Flip the unit to its normal side. 13.51 Routed units in an off-map Division Box are eligible to be
Unless the unit is Refused, Extended, or part of a stack or has returned to play at the conclusion of any turn [3.0 IV/B] in which
already changed facing after Resupplying in the same Activation, that brigade has been In Reserve [6.3] for the entire turn.
the player may adjust facing by one vertex. Two or more stacked 13.52 To have a routed unit recover, the player undertakes a UDD
units attempting Rally may change facing only if all succeed, and for the unit using its Disordered side Cohesion Rating (cavalry
if all other units in the stack are still eligible to change facing. uses its mounted rating):
• Higher than its Disordered Cohesion Rating, it remains Disor- • If the roll is the same as or lower than the Cohesion Rating, it
dered. However, see below. passes. Place the unit on the map within one hex of its brigadier.
• At least two times higher than its Disordered Cohesion Rating, However, reduce the unit by 1 SP, and the unit is Disordered.
it remains Disordered and loses 1 SP. • If the roll is higher than the Cohesion Rating, it fails. The unit
• An adjusted 9 or higher, regardless of the unit’s Cohesion Rating, loses 1 SP and remains routed.
it remains Disordered and loses 1 SP. • Regardless, if a 9 is rolled the unit is permanently eliminated
EXAMPLE #1: A unit with a Disordered Cohesion Rating of 5: instead.
• A Rally roll of 4 would flip the unit to its normal side. 13.53 Recovered cavalry is always replaced on the map in mounted
status.
• A Rally roll of 8 would keep the unit Disordered.
• A Rally roll of 9 would keep the unit Disordered and cause the
loss of 1 SP.

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38 Great Battles of the American Civil War Rules v2023

14.0 Special Units


Individual battles usually have additional Special Units, other
than those discussed below. M1860 56/56 Spencer repeater

14.1 Green Units 14.3 Spencer Repeaters


Regiments that had not been in any action before are The Spencer Repeating rifle (and its brethren) was a major step
Green; they are indicated with a “G” next to their Co- forward in small arms firepower. This increase is reflected in
hesion Rating. Green units remain green the entire several rules that apply to units armed with Spencer Rifles (SR)
course of the game. Green units must make a special, and Spencer Carbines (SC). These rules do not apply to mounted
Pre-Shock Commitment Check when shock attacking and have a cavalry or to Disordered units.
–1 DRM when firing. Other than that, they are treated normally. Note: A Disordered Spencer Repeater unit or a mounted cavalry
unit using Spencers undertakes phasing and/or non-phasing fire
14.2 Dismounted Cavalry as if it were any other type of small arms.
14.21 Cavalry can exist in one of two states: Units armed with Spencer Repeaters fire twice if they are in Good
mounted or dismounted. Therefore, each Order prior to their first shot and do not suffer a 2nd Disorder
cavalry unit has two counters, each one rep- [12.35] before their second shot. If they fire twice, both shots
resenting one of these states. See individual must target the same hex, even if there is no enemy unit in the
Battle Books for exceptions. hex after the first shot.
14.22 Units may Mount or Dismount only at the beginning of their 14.31 If a phasing unit in Good Order is firing with Spencer Re-
Activation, before Movement. The unit must not be adjacent to an peaters, it gets an extra round of fire, as shown in the following
enemy unit. To indicate its status, simply change counters. Its MA play sequence:
for that Activation (only) is one-half (rounded up) of the printed
MA of its new status. If under Attack Orders, halve its printed MA 1. Phasing unit fires; apply results.
again (round up). 2. Any Return Fire is not simultaneous but follows the Phasing
Fire; apply results.
Exception: Mounted cavalry that is Blown may not dismount.
3. Unless it suffers a 2nd Disorder, the Phasing (SR) unit fires
14.23 Mounted cavalry is treated as cavalry; dismounted cavalry again, whether or not the target used Return Fire.
is treated as infantry.
14.32 If a non-phasing unit in Good Order is returning fire with
14.24 Mounted cavalry may fire, but they may never do so during an Spencer Repeaters, it gets an extra round of fire, as follows:
Activation in which they are Charging or Countercharging. More- 1. Phasing unit announces fire.
over, phasing mounted cavalry may not fire at a distance in excess
2. Phasing unit fires, and non-phasing SR unit(s) Return Fire si-
of two hexes. The latter restriction does not apply to non-phasing
multaneously; apply results. Exception: If it conducts a Reaction
mounted cavalry using Return Fire. Fire from Mounted cavalry
Facing Change triggered by the Phasing Fire, a non-phasing SR
has a –1 DRM.
unit’s Return Fire is not simultaneous with the Phasing Fire.
Fire at a non-phasing, mounted cavalry benefits from a small arms 3. SR units that have not suffered a 2nd Disorder fire a second
fire DRM of +1. round of Return Fire.
14.25 Horse-holders. For purposes of fire and shock strength all 14.33 The “*” on the Fire Table means that if a player rolls an
dismounted cavalry units subtract one from every 4 SPs the unit unadjusted 5 for a Spencer Repeater unit when it is firing in any of
currently has, to account for the fellows holding the horses. these “second rounds,” the unit is Out of Ammo (a representation
EXAMPLES: Both a 4 and a 7 SP unit would subtract 1 SP; an of jammed weapons—a problem with many Spencers—and/or
8-SP unit would subtract 2 SP. overuse of ammunition). Use the procedure in optional rule 10.92
for Ammo Resupply. If using 10.91 and rolling an unadjusted 5 on
PLAY NOTE: The advantages to being mounted are Movement the first shot only, ammo depletion applies after the second shot.
(including Reaction Movement) and Charge (and Counter- 14.34 Return Fire by non-target units versus phasing units armed
charge). The advantage to being dismounted (where available), with Spencers follows Series Rule 14.31—the Spencers fire first.
is better fire ability.
14.35 When using Withdrawal Fire, a unit armed with Spencers
fires twice before the withdrawing unit leaves the hex, or against
any unit remaining in the hex.
14.36 Units armed with Spencers fire twice for Pre-Shock Reac-
tion Fire.
14.37 When a unit unit in Good Order, armed with Spencers re-
turns fire against phasing, rapid-firing artillery, both the first shots
and the second shots are simultaneous. The result of each shot is
applied after all of the rolls are complete.

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Great Battles of the American Civil War Rules v2023 39
14.38 When a unit in Good Order, armed with Spencers, fires 15.16 Units building Breastworks retain all defensive capabilities.
at non-phasing, rapid-firing artillery, the Spencer fire alternates
15.17 Breastworks may be removed by any combat unit that
with the artillery fire, with the Spencers firing first. Artillery suf-
moves across a Breastworks hexside by expending one addition-
fering a Disorder as a result of the first or second shot from the
al MP to do so. Once a unit has moved through the protective
Spencers cannot fire after that result is applied. Any non-artillery
hexside of a Breastwork and expended the extra MP, remove the
unit stacked with the artillery and eligible to fire does so after the
Breastworks marker.
Spencers’ first shot.
15.2 Effects of Breastworks
15.0 Engineering 15.21 Breastworks have a two-hexside facing, as indi-
cated on the Breastworks counter. The Breastworks must
Engineering, in the base rules, involves constructing Breastworks. be placed to conform to those hexsides, and they affect
Individual battles may have rules for Bridge construction and so Fire/Shock/Movement only through those hexsides.
on. Breastworks represent temporary fortifications that provide a
benefit against both Fire and Shock. However, they do take some 15.22 The cost to move through a Breastworks hexside is listed
time to construct, because the only available materials for such in the Terrain Effects Chart. This cost applies regardless of pikes,
construction are trees (which are hard to cut and take time to saw) roads, trails, and railroads.
and wooden farm fences.
15.23 Breastworks provide the following beneficial DRMs:
15.1 Constructing Breastworks • +1 Firing small arms fire from within Breastworks (through a
15.11 Breastworks may be built by any infantry or Breastworks hexside). This does not apply to artillery firing at
dismounted cavalry unit under Advance Orders if it is canister range.
In Command and its brigade leader is eligible to change • –1 Infantry/dismounted cavalry defending against small arms/
orders during Step II/C of the Sequence of Play [3.0]. canister fire through a Breastworks hexside (there is no defensive
Units under March or Attack Orders may not build Breastworks. benefit when targeted by artillery at Shot/Shell range).
If using the Fatigue rules [17.0], units at Fatigue Level 2 or high- • –1 Defender’s Pre-Shock Cohesion Check [11.37].
er may not build Breastworks. • –1 Defending against shock within Breastworks.
15.12 With the exception of Town and Marsh hexes, Breastworks
may be constructed in any hex that is within three hexes of a Woods,
Orchard or Town hex or a hex with a Building/House. The hex of
16.0 Night
construction, the Woods, Orchard, Town, or Building/house hex, 16.1 From Dusk ‘til Dawn
and the two hex path between them cannot be adjacent to an enemy
16.11 For a Dawn or Dusk Game Turn, all daylight rules are in
unit when construction is started.
effect, with the following changes/additions:
Note: No hex can contain more than two Breastworks. Two • All Command Ranges and Fire Table Maximum Ranges are
Breastworks markers in a hex only serve the purpose of protecting halved, rounding up.
additional hexsides.
• There is a –2 DRM for any fire over one hex range.
15.13 Breastworks require two complete Game Turns for construc-
tion, except at Night, when they require only one turn. A building 16.12 For a Night Game Turn, all daylight rules are in effect, with
unit cannot do anything else for those turn(s). For construction the following changes and additions:
starting in a non-night turn, place the build marker during the • All Command Ranges and Fire Table Maximum Ranges are
Engineering Phase [3.0 II/F] of the first turn, re-facing the build- halved, rounding up.
ing unit toward the hexsides the Breastwork will cover. Flip the • There is a negative adjustment for distance that is cumulative.
marker in the Replacement/Recovery Phase of the second turn (or For one hex, it is –1; for two hexes, it would be –3 (–1 + –2).
the same Night turn) so that the Breastwork design matches the hex For a range of four hexes it would be –10 (or prohibitive).
configuration. Once placed, Breastworks can never be reoriented. • Artillery batteries each fire separately, regardless of the com-
15.14 If a constructing unit changes to Attack Orders, retreats out mand situation or stacking.
of the construction hex for any reason, conducts any action other • There is no Prepared Fire or Cavalry Charge.
than construction (including Non-Phasing Fire), or if its hex is • All Activations while under Attack Orders incur Fatigue, unless
the subject of enemy shock assault or its brigade’s Fatigue level the brigade’s only actions are Leader Movement, mounting/dis-
increases to 2 or more, construction is discontinued. Remove mounting, Rally, Resupply, Retreats caused by Cautious Loose
the Construction marker. Construction may continue despite the Cannon results, facing changes that cost no MP, or no activity at
constructing unit being Out of Command or its brigadier unable all. When part of a brigade is under Attack Orders, the brigade
to change orders at the start of the second turn of construction. incurs Fatigue only if the units under Attack Orders conduct a
Non-phasing units that use Return Fire benefit from Prepared Fire Fatigue action.
if otherwise eligible. • Cavalry and artillery may Reaction Move only when the enemy
15.15 Construction started by one unit must be completed by that is about to move adjacent.
unit. Additional units in the hex do not speed up construction. Each
part of a unit in Extended Line may build Breastworks.

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40 Great Battles of the American Civil War Rules v2023

16.2 Straggler Recovery 17.22 There are two ways in which Fatigue is incurred:
16.21 To undergo Straggler Recovery, a brigade must be In Reserve CAUSE 1: Any turn in which a brigade undertakes more than two
during a Dusk or Night turn. It undertakes the actual Recovery at Activations, its Fatigue Level increases by one for each Activation
the conclusion of each such turn. above two [17.24]. Thus, a brigade that undertakes four Activations
in one turn will increase its Fatigue Level by two. Activations by
16.22 For eligible brigades [16.21], each non-artillery unit within
Out of Command units also count towards Fatigue, but Activations
its brigadier’s command range conducts a UDD.
that are solely undertaken by attached artillery, alone, do not count.
• If it passes, increase its SP by one.
• If it fails, there is No Effect. Exceptions:
• A brigade Activation during which its units undertake no ac-
16.23 A unit’s strength may never be increased to its original face tivities at all, or undertake only mounting/dismounting, Rally,
value (nor higher). The best it can do is to return to one short of Resupply, facing changes that do not expend MPs, and/or engi-
its original strength. neering, does not count toward Fatigue.
16.24 Units may Recover Stragglers and Fatigue; they are not • A unit using March Movement solely on Roads/Pikes (including
mutually exclusive. bridges and fords) does not incur Fatigue for its brigade for the
first three Activation-equivalents in a turn; it does for a fourth.
HISTORICAL NOTE: Not all combat losses were casualties. If it enters any terrain other than Roads or Pikes, both a third
A not-insignificant number of losses were from soldiers who and fourth Activation-equivalent earn Fatigue.
simply drifted off, fell by the road during marches, or opted • The retreat caused by a “Cautious” Loose Cannon result does
for discretion, etc. Some of these could be recovered during not incur Fatigue.
extended lulls in the battle, which here means at Dusk/Night.
• Leader movement does not incur Fatigue, because Leaders are
not units.
17.0 Fatigue [Optional] EXAMPLE: An infantry regiment under March Orders can move
up to 24 MPs (or 4 AM worth) in one turn (for that March AM),
DESIGN NOTE: This is optional because it adds another layer incurring Fatigue for any movement above 18 MPs. Note that in
of complexity to the game. However, we highly recommend its most games, Road movement would be at ½ MP per hex, so the
use. It adds a level of realism. maximum distance would be 48 hexes, with Fatigue being incurred
starting with hex 37.
17.1 Who Gets Fatigued? CAUSE 2: If any brigade has been engaged in Shock (either at-
Fatigue applies to all combat units, except artillery. Fatigue is tacking or defending) in more than one friendly or enemy Action
applied at the brigade level, and a brigade can incur a new level Phase (3.0 III/C/3) in a turn, all such phases after the first earn
of Fatigue if even one unit in that brigade does any of the actions Fatigue. A brigade engages in Shock by one or more of its units
that would incur Fatigue. participating in Shock Step 6b [11.45]. Only one level of Fatigue
is incurred per Action Phase per participating brigade, no matter
17.2 How Fatigue is Incurred how many times it participated in Shock Step 6b during that phase.
17.21 Brigades start with no Fatigue Level. This is indicated by COMPREHENSIVE EXAMPLE OF FATIGUE:
the absence of any Fatigue Indicator with the brigadier. Fatigue is
incurred as it happens, but the effects—placement of the Fatigue A unit moves for its first AM, shock attacks for second AM and
marker—take place when the affected brigade has done all that it shock attacks for its third AM. It also had to defend against shock
will for that Activation. during two different enemy Action Phases (AMs). The brigade has
incurred four levels of Fatigue as follows:
PLAY NOTE: In certain battles, on-map commands may start • Its first AM movement did not incur Fatigue as Fatigue is not
and reinforcements may enter at a specific Fatigue Level. incurred for the first two Activations.
• Its second AM shock attack did not incur Fatigue as Fatigue is
neither incurred for the first two Activations nor does the first
shock incur Fatigue.
• It incurred one Fatigue Level for its third AM Activation and
one Fatigue Level for its second shock attack (for a total of two
Fatigue Levels).
• Add one Fatigue Level each for the two shock defenses.

12-lb. Napoleon

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Great Battles of the American Civil War Rules v2023 41
17.23 Each turn a brigade may incur a maximum of two Fatigue 17.4 Reducing Fatigue
Level increases due to Activations. There is no limit to how many
17.41 To reduce a brigade’s Fatigue Level, the player may place
Fatigue Levels may be incurred due to shock attacks/defenses.
that brigade In Reserve for that entire turn [6.31]. At the end of the
However, an Activation in which a brigade shock attacks and sub-
turn, if the brigade is still In Reserve, its Fatigue Level is reduced
sequently defends against a shock (due to rolling a 1) only counts
by two levels.
once toward Fatigue, not twice (and the same is true for the initial
defender-turned-attacker). 17.42 Any on-map brigade that is not in Reserve but whose non-ar-
tillery units do not move, reaction move, use Phasing Fire, construct
HISTORICAL NOTE: It is estimated that the average unit/ Breastworks, declare a shock or are designated as a shock target
brigade could undergo about one and one-half hours of combat for one full turn may, during the Replacement/ Recovery Phase
before becoming so fatigued as to be relatively worthless. [3.0 IV/B] of that turn either:
17.24 Other than having no Fatigue marker, the following are the • Automatically rally all Disordered units within Command Range
levels of Fatigue incurred, in ascending order. Place an appropriate of their brigadier [13.45], or
marker with the brigadier to so indicate: • Reduce Fatigue by one level.
1. Fatigue OK Neither facing changes that do not expend movement points,
2. Fatigue 0 mounting/dismounting, nor Reaction Refusal/Facing Changes are
3. Fatigue 1 considered movement for purposes of this rule.
4. Fatigue 2 Notes:
5. Fatigue 3 1. Disordered batteries of artillery battalions/brigades may rally
6. Fatigue 4 (the highest) if the battalion/brigade meets the above requirements.
2. Unbrigaded units may rally or reduce Fatigue by one level if they
meet the above requirements and are within Command Range
of their immediate superior.

17.25 Once a unit reaches Fatigue Level 4, it goes no higher, nor


is there any further effect of undertaking an action that would
earn Fatigue.
17.26 Artillery neither incurs nor generates Fatigue for an infantry
or cavalry brigade to which it is attached. However, if under March
Orders and using a fourth AM-equivalent [17.23], an artillery unit
must check for broken wheels. Roll the die; if it is 6 - 9, the unit
loses 1 SP.

PLAY NOTE: If artillery MA is 8 or higher, it usually only


need move the equivalent of three AMs to keep up with the
foot-sloggers.

17.3 Effects of Fatigue


17.31 All units in a brigade use the number on the Fatigue Level
marker as a modifier to a variety of actions.
Subtract half the Fatigue Level (rounding up) from:
• MA (after halving for Attack Orders and/or cavalry that mounts
or dismounts) but see also 9.42.
• All Shock Resolution rolls when attacking.
• All Fire rolls.
Add half the Fatigue Level (rounding up) to:
• All UDDs.
• All Shock Resolution rolls when defending.
• All Pre-Shock Check rolls (including Green).
• All Rally Attempts.
17.32 Brigades at Fatigue Level 4 automatically and immediately
revert to Advance Orders. They may not be given March or Attack
Orders until they lower their Fatigue Level.
17.33 Fatigue OK and Fatigue Level 0 have no effect, other than Siege Gun
that they are a level closer to one that does.
17.34 Units at Fatigue Level 2 or higher may not build Breastworks.
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42 Great Battles of the American Civil War Rules v2023

INDEX
Activation 5.0, 5.3, 2.7 Recovered 13.53 Extended Units Cannot Stack 8.41
Activation Efficiency Determination 3.0 II/B, 5.2 Retreat Before Shock 11.33, 12.43 Facing 7.26, 8.44
Activation Markers (AM) 2.7, 5.0, 5.24, 5.25-28, Combat Results 12.0 Fire Combat 8.44-45
5.31-32, 5.36, 6.21 Advance 8.47, 8.49, 11.46, 12.6 How to Extend/Retract 8.41, 8.51
AM Pool 2.7, 3.0 III/B, 5.0 (Overview), 5.12-13, Collapse 12.23 March Orders and Extended Column 6.13, 8.51
5.24, 5.31, 5.36, 5.5 Disorder 12.3 Shock 8.46, 8.48-9
Artillery Leader Activation 4.31 Post-Shock Auto Disorder 11.48 Split Fire 10.15
Brigade Activation 5.33 Retreats 12.4 Wrap-Around 8.48-49
Brigade Coordination 5.34 Rout 12.5 Facing 7.1-7.2
Combat Ineffective Activation Limits 13.23, Stacked units, affect on 8.35-36 Advance and Attack Order Facing 7.11
13.32 Strength Point Losses 10.7, 12.13, 12.2, 12.35-36 Breastworks 15.21
Efficiency Transfer Effects 5.43 Changing 7.2, 9.61-62, 10.32, 11.46-47, 12.6
Command System 4.0
End of Turn 5.5 Changing in an enemy Frontal hex 7.24
Activation 5.3
In Reserve Units Cannot Activate 6.32 Changing in Woods 7.22
Brigade Orders Change 6.2
March Order Activation 5.28, 5.35, 6.13 Combat Eligibility based on 7.13
Chain of Command 4.2, 5.42
Minimum 5.27 Determines Front, Flank, Rear 7.12
Command Range 4.11-15, 5.25, 6.12
Out of Command 5.36 During Withdrawal Movement 9.54
Commanders and Leaders 4.1
Overview 5.0 March Order Facing 7.11
Efficiency 5.2
Random Event Marker 5.31 MP Cost 7.21
Initiative 5.1
Reinforcements 5.28, 9.7
Leader Ratings 2.22, 4.1 No MP Cost to Change Situations 7.23
Turn Initiative 5.1, 5.31
Orders 6.1 Rally Facing 7.25
Advance 12.6 Out of Command Effects 5.36, 11.53 Reaction Facing Change 9.61-62
After Shock Assault 11.46, 11.57, 12.6 Refused Unit Facing 7.31, 7.34
Components 2.0
Artillery May Never Advance 12.6 Retreat Facing 7.25
Continued Shock Advance 11.47 Counters 2.2
Fatigue [Optional] 17.0
Extended Units 8.47, 8.49, 8.52 Disorder 12.3
Facing after 7.23 Effects of 17.3
Additional Disorder Effects 12.35-36
Procedure 12.6 Auto Disorder (“D”) 9.47, 12.32 How Fatigue is Incurred 17.2
Retreat Before Shock 11.35 Automatic from Charge 11.48, 11.58 Night Activations 16.12
Blown Cavalry 11.48, 11.58, 12.35 Reducing 6.35, 13.45, 17.4
Ammo Depletion and Resupply Shock 11.45
Artillery 10.69 Cavalry Charge 11.53
Collapse 12.23, 12.51, 13.1, 13.21 Who Gets Fatigued 17.1
Cavalry 10.9 [Optional]
Infantry 10.9 [Optional] Disordered Units Shocking 11.22 Fire Combat 10.0
Spencer Repeater armed units 14.33 Effects of 12.34 Allocating Losses to Stacks 8.35
Fire DRM 10.81 Ammo Rule 10.69 (Artillery), 10.9 [Optional]
Artillery Artillery Fire 10.45, 10.6, 12.34, 16.12
For Spencer Repeaters Firing Twice 14.3
Abandoned 3.0 IV/B, 11.37, 11.47, 11.62-65, Breastworks Effect on 15.23
From Terrain 12.33, 12.35
12.36, 12.45, 12.52, 12.6, 12.8 Combining Fire 10.14, 10.63, 10.82 [Optional]
Movement Allowance 12.33-34
Ammo Rule 10.69 DRMs 10.17, 10.61, 10.64, 10.8
Post-Shock Auto Disorder/Loss 11.48
Approach Fire 10.45 Dusk/Dawn Effects 10.8, 16.11
Rallying 13.41-42
Attaching to Infantry/Cav Brigades 4.32, 5.33 Eligibility 10.11
Broken Wheels 17.26 Effectiveness
Brigade Combat Effectiveness 3.0 IV/C, 13.2 Extended Lines 8.44-45
Canister/Grapeshot vs. Shot/Shell 10.67 Fire Strength per hex 8.31
Cannot Advance 12.6 Cohesion Rating 2.21, 2.7
Combat Ineffective Activation Limits 13.23, Leader Casualties 12.71
Cannot use Attack Orders 6.18
13.32 Line of Sight 10.2
Combined Fire 10.63
Combat Ineffective Situations 13.21 March Orders Units may not fire 6.13
Disordered 10.61, 11.65, 12.34, 12.36, 12.45
Division Combat Effectiveness 13.3 Massed Targets 8.34, 8.44 (4th bullet), 10.8
Fatigue 17.26
Unit Combat Effectiveness 13.1 Mounted Cavalry Restrictions 14.24
Fire 8.31-33, 10.6
High Ground 10.67 Rally 13.4 Night Range Adjustment 16.12
Leaders and Commanders 4.3 Recovery From Rout 13.5 Phasing Fire 10.3
Move and Fire in same Activation 10.61, 10.8 Removal of BCI/DCI status 13.22, 13.33 Prepared Fire 6.15-16, 10.5, 10.8
Move Within 3 Hexes of Enemy 9.55 Efficiency 2.7, 5.2 Pre-Shock Reaction Fire 10.43, 11.11[5], 11.38,
Moving in Reaction 9.63, 12.43 Activation Efficiency Determination 3.0 II/B, 5.2 11.56
Rapid Fire 10.68 Corps Efficiency 4.11[2], 5.0 (Overview), 5.21-22 Rapid Fire 10.68
Retreat Restrictions/Results 11.33, 12.45 Division Efficiency 5.23 Refused Unit Fire 7.34
Return Fire 10.45, 10.66 Efficiency Markers 5.0, 5.21 Resolving Fire 10.17, Fire Table
Shock Capability 11.6 Efficiency Transfer 5.4 Return Fire 10.42, 10.45, 10.66
Small Arms vs. Artillery 10.7 Small Arms vs. Artillery 10.7
Engineering 15.0 Spencer Repeaters’ Special Fire 14.3
Stacking Limits 8.12 Constructing Breastworks 15.1 Split Fire 10.15, 10.65
Breastworks (see Engineering) Effects of Breastworks 15.2 Withdrawal Fire 10.44
Cavalry 11.5, 14.2 Eligible Hexes 15.12
Removing Breastworks 15.17 Game Scale 2.4
Blown Cavalry 11.48, 11.58
Cavalry Charge 11.43, 11.5, 14.24 Time Required to Build Breastworks 15.13-14 Green Units 14.1
Countercharge 11.56 Units Eligible to Construct 15.11, 15.15-16 Attacker Commitment Check 8.36, 11.11, 11.36
Dismounted 14.2 Extended Units 8.4, 8.5 Fire DRM 10.8
Fire 10.8, 14.24 Advance Orders and Extended Column 8.52 In Reserve 6.3
Horse-holders 14.25 Attack Order and Extended Column 8.53 For Command with all Routed Units 6.33
Moving in Reaction 9.63 Changing to Extended Column/Line 7.26 Procedure 6.32
Mounting/Dismounting 14.22 Cost to Extend/Retract 8.42 Qualifications 6.31
© 2023 GMT Games, LLC
Great Battles of the American Civil War Rules v2023 43
Repl./Recovery Phase Actions 3.0 IV/B, 6.35, Terrain 9.42 [Exc. 1 & 2] Sequence of Play 3.0
13.51 Night 16.0 Shock Assault 2.7, 11.0
Restrictions 6.34 Dusk/Dawn Effects 16.11 Advances 11.46
Straggler Recovery 16.2 Fire DRM 10.8 Artillery Shock Capability 11.6
Initiative 2.7, 3.0 I, 5.1, In Reserve Units 6.31 Breastworks Effect on 15.23
Effects of 5.13 Night Effects 16.12 Charge 2.7, 6.16, 11.21, 11.43, 11.47, 11.5
Initiative Segment 3.0 I Straggler Recovery 16.2 Combining Strength 11.32
OC’s Initiative Rating Addition 4.11, 5.11, 9.32 Orders 2.7, 6.0 Continued Shock 10.43, 11.37 [Exc.], 11.47
Introduction 1.0 Advance 6.11, 6.15, 9.23, 9.52, 10.11, 10.32, Countercharge 11.56
Leaders 10.33, 10.52, 11.12, 11.56 Defender’s Pre-Shock Cohesion Check 11.11[4],
Action Profile 4.14, 6.24 Artillery Unit Limitation 6.18 11.37, 11.55
Activation Rating 4.13, 5.23 [3] At-Start Orders 6.17 Disordered Units Shocking 11.22
Alone in a hex 12.73 Attack 6.16, 7.22, 9.24, 9.52, 10.11, 10.32, 10.52, DRMs 11.21, 11.42-43, 11.55, 11.72, Shock
Army Commanders 4.11, 9.32 11.12, 11.52, 11.56 Adjustments Chart [PAC]
Artillery Leaders 4.3 Brigade Orders Change 6.2 DRMs for Continued Shock 11.47
Brigade Coordination 4.13 (Rating), 5.34, 13.32 Changing 6.12, 6.2, 6.35, 7.26 Eligibility 6.15, 11.12
Brigade Leaders 4.14, 6.21-5 Division Orders Phase 3.0 II/C, 6.12, 6.14 Extended Units 8.46, 8.48
Casualties 12.7 Extended Units 7.26 Leader Casualties 12.71
Chain of Command 4.2 March 5.35, 6.13, 6.14, 7.23, 8.12-13, 8.5, 9.22, March Order Pre-Shock Cohesion Check 6.13,
Command Range 2.7, 4.11-15, 6.12 10.33 11.37
Confusion 5.34 Orders Change Table 6.23 Odds Ratio 11.43
Corps Commanders 4.12, 9.32 Out of Command Effects on 5.36 Positional Benefits 11.43-44
Division Leaders 4.13, 5.34 Phasing Fire Capabilities 10.33 Post-Shock Auto Disorder 11.48
Effect on Combat 11.7 Reinforcements 3.0 II/D, 9.71 Pre-Shock Reaction Fire 10.43, 11.11[5], 11.38
Efficiency Rating 4.12, 5.23[1] Types of 6.11
Orders Rating 4.14, 6.21 Pre-Shock Resolution 11.3
Rally 13.4 Requirements for Shock 11.2, 11.32
Replacement Leaders 3.0 IV/B, 4.18, 12.74-76
Adjacent Enemy Effect on 13.42 Retreat Before Shock 11.33, 12.34
Retreating 12.72
Collapsed Units 12.23 Shock Resolution 11.4
Line of Sight 2.7, 10.2 DRMs 13.42 Splitting strength not allowed 11.32
Artillery and enemy units 9.55 Facing 7.25
Cavalry Charge 6.24,11.53 Stacks 8.36
Leader Effects on 11.73, 13.42-43
Combat units 10.26 Special Units 14.0
Procedure 13.41
March movement 9.22 Stacking 8.1-8.3
March Orders 6.14 Recovery from Rout 13.5
Failure Consequence 13.52 Extended Units Cannot Stack 8.41
Moving in Reaction 9.63 March Order Intermingling of Units 6.13, 8.12
Reciprocal Nature 10.25 In Reserve Requirement 6.3, 13.51
On-map Placement (cavalry) 13.53 Massed Targets 8.34
Reserve 6.31 Moving Through Artillery 8.22 [Exc. 1]
Terrain 10.22-24 Procedure 13.52
Stacking and Combat 8.3
Movement 9.0, (illus. p. 20) Refused Flanks 7.3
Stacking and Movement 8.2
Advance Movement 9.23 Facing 7.34
Stacking Limits 6.13, 6.15-16, 8.1
Artillery Leaders 9.31 Fire from 7.34
Stacking Limits Based on Orders 8.12
Artillery Movement 9.55, 10.61 Limited to Units w/ Attack or Advance Orders
Stacking Order 8.24
Artillery Reaction Movement 9.63 6.15-16, 7.32
Reaction 9.61-62 Taking Losses from Combat 8.35, 11.64, 12.22
Attack Movement 6.16, 9.24
Breastworks Effects 15.22 Restrictions 7.32-33 Terminology 2.7
Brigade and Division Leaders 4.16, 9.31, 9.33 Reinforcements 9.7 Units
Cavalry Reaction Movement 9.63 Arrival 9.71-73 Combat Unit Ratings 2.21
Cavalry Units that Mount/Dismount 14.22 Orders 6.17 Green Units 14.1
Corps and Overall Commanders 3.0 IV/A, 4.17, Priority 9.73 Scale 2.41
9.32 Restricted Activations 9.74 Universal Disorder Die roll (UDD) 2.6
Disordered Unit MA 12.33-34 Reserve 6.3 Auto Disorder (“D”) 9.47, 12.32
Enemy Units and Movement 6.13, 6.15, 9.5, Collapsed Unit UDD 12.23
9.53, 9.63 Retreat 12.4
Artillery Restrictions 12.45 Countercharge UDD 11.56
Extended Lines 8.42, 8.44
March Movement 6.13, 9.22 Before Shock 11.11, 11.33, 12.34, 12.43 Defender’s Pre-Shock Cohesion Check 11.37
Movement Modes 9.2 Retreat Through Friendly Units 11.34, 12.46 Disordered unit Retreat Before Shock 11.33,
Reaction Movement 9.6 Extended Units 8.47 12.34
Refusal MP Cost 7.32 Facing 7.25 Extended unit Retreats 8.47
Road Movement 7.23, 8.13, 8.5, 9.43 From Additional Disorder 12.35, 12.42-43 From Fire or Shock Tables 12.32
Stacking and Movement 8.13, 8.2 Involuntary Retreats 12.42 Green Attacker Commitment Check 11.36
Terrain and Movement 9.4 Leaders 12.72 Leader Effects on 11.73
Withdrawal Movement 9.54 Retreat Procedure/Restrictions 12.44 Movement/Retreat over certain Terrain 9.47,
Movement Allowance 2.21, 2.7, 9.1 Voluntary Retreats 12.43 12.44
Artillery 10.61 Rout 12.5 Reaction Movement 9.63
Attack Orders 9.24 Artillery Rout 12.53, 12.8 Reaction Refusal/Facing Change 9.62
Blown Cavalry 11.58 Both Sides Rout 12.52 Recovery From Rout 13.52
Cavalry 14.22 From Additional Disorder/ Losses 12.23, 12.35, Retreat Through Friendly Units 12.46
Commanders 4.17 12.51 Straggler Recovery UDD 16.22
Disorder 12.31, 12.33, 12.34 Procedure 12.53 Top Unit in Stack Disorders 8.35
Fatigue Effects 17.31 Recovery From 6.35, 12.53, 13.5 Units Adjacent to Routing Unit 12.54
Leaders 4.16, 9.11, 9.31 When/Why Units Rout 12.51 Withdrawal Movement 9.54
© 2023 GMT Games, LLC
44 Great Battles of the American Civil War Rules v2023

GBACW CREDITS
SERIES DESIGN: Richard H. Berg
SERIES DEVELOPER: Bill Byrne
SERIES CO-DEVELOPER: Greg Laubach
ORIGINAL SERIES DEVELOPER: John Alsen
SERIES MANAGER: Richard Whitaker
ART DIRECTOR: Rodger MacGowan
COUNTER ILLUSTRATIONS: Rodger MacGowan,
Charles Kibler, Mark Simonitch, Greg Laubach
RULES & PLAYER AID CARD LAYOUTS: Charles Kibler
PRODUCTION COORDINATION: Tony Curtis
LEAD PROOF READER: Greg Laubach

GMT Games, LLC


P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com

© 2023 GMT Games, LLC

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