A shoeless crossing of the Potomac, September 4, 1862

"Once across the river, the Army of Northern Virginia's crippling lack of shoes began to tell as men's feet, used to the soft dirt roads of Virginia, were painfully cut and scraped as they marched on the hard, rock roads of Maryland. One soldier complained that while his heart was brave he was cursed with 'unpatriotic feet'." 1


Recent Updates /Additions


Update (8-4-08 )

XIV. A.  Scenario OOB Mod - 1st Manassas / 1st Bull Run - added Col. S. P. Heintzelman's Official Report link, BG D. Tyler's Official Report, BG Evans Official Report.

XIV. A. 4 Scenario 103 - A Manual Override to the 5-hex "Release" Routine

XIV. A. 5. 1st Manassas Historical Deployment Scenario v. 1.3 - text update, including a 2nd alternative option for balancing the "in command" morale-check bonus routine equation for both sides.


Update (6-8-08 )

I.  A. 2. - Hex-side (FTH) Qualifiers

I. F. - Reserve Status - link to - Combat Effectiveness Recovery (XIII. C. )

II. F. 1. - Leader Escorts II.F.2 Provost Troops

XII. D. - Skirmish Formation Stacking / Movement

XII. D. - Skirmish Formation Fire Qualifiers

XII. E. - Skirmish Formation Melee Qualifiers

XII. F.  - Skirmish Formation RBM Eligibility / Restrictions  

IV. C. - Dismounted Skirmisher RBM

Appendix ii - Setup Options  (Recommended)


Update and Addition (12-9-07 )

SkirmishersXII. D. Fire Qualifier

Addition (10-12-07)

Mounted Skirmishers

Update  (9-24-07)

XI. Surrender! (Optional)

Update (8-31-07)

Appendix ii:  Setup Options (Recommended)

Addition (8-7-07)

Appendix i:   A Users Guide to ACW House Rule Essentials™


Downloads


1. 1st Manassas Historical Deployment Scenario - ver. 1.3  (See XIV. A. for outline details)

Note:    This the final fine-tuning adjustment of troop releases, including latest text file update.

2. ACW House Rule Fonts

Unzip (extract) to your [C:/] Windows / Fonts subdirectory if you wish to view ACW House Rule Essentials ™ as it is monitored from the bivouac's side of the creek.


ACW House Rule Essentials™ Site Map

Note:   ACW House Rule Essentials™ is optimized for Internet Explorer.  Minor format / spacing / font and other marginal irregularities have been noted in both Opera and Firefox browsers - don't know why or how to compensate for these.  Recommended monitor screen display resolution:   1024 x 768 - 1280 x 1024 (best).   If using "dial-up" access, please, be patient as small but numerous jpg's take their sweet time to load.   Web site size:  2.47 MB ... give or take.


"I have no problem telling my designers to include your rules in the set they have under consideration and then with priority order established in that set, work towards implementation." --John Tiller (10-23-06)

Introduction
  1. Stacking
    1. Terrain / Melee / FTH Limits
      1. Table I
        1. Mounted Melee
        2. Hex-side Qualifiers
    2. Stacking Order
    3. "Road Column Formation" Stacking
    4. Leader Stacking
    5. Unit Facing (Optional)
    6. Reserve Status (Optional)
  2. Command & Control:  'Friendly' FOG (Advanced)
    1. Brigade Officers
      1. Base Brigade Command Range
        1. In Command
        2. Out-of-Command
        3. Exceptions
      2. Leadership Quality & Enhanced Command Range
      3. Road Column Extended Range Chain-of-Command
    2. Division Commanders
      1. Base Division Command Range
      2. Leadership Quality & Enhanced Command Range
      3. Command Points (CP's)
      4. Detachment / Attachment of Subordinate Brigades  (Optional)
    3. Corps / District / Army Commanders
    4. Detached / "Independent" Command
    5. Leaderless / "Separated" Formations
    6. Provost Troops / Leader Escorts
  3. Offensive Melee Qualifiers
    1. "Coordinated" Melee
      1. Single Hex Coordinated Melee
      2. Multiple Hex Coordinated Melee
    2. Miscellaneous Melee Qualifiers
      1. Road Column vs "Shock" Column
      2. Isolated Units
      3. Dismounted Cavalry
      4. Mounted Cavalry
      5. Skirmishers
  4. Dismounted Cavalry Qualifiers
    1. Restrictions
      1. Command & Control
      2. Melee Eligibility
    2. Skirmishers
    3. "Retreat Before Melee"
      1. RBM Eligibility / Restrictions
      2. RBM (PBEM) Routine   (Optional)
  5. Mounted Cavalry Qualifiers (Advanced)
    1. Mounted Reconnaissance Formation, V. 2.0
    2. Mounted Line (Melee) Formation
      1. Mounted Line Eligibility
      2. Mounted Line Restrictions
  6. Combat "Friction" - Phase-based Options
    1. The Pin
    2. Field of Fire Influence
  7. Turn-based Qualifiers   (Optional)
  8. Artillery Capture
  9. Wagons
  10. Breastworks
  11. Surrender! (Optional)
  12. Skirmishers (Advanced)
    1. Skirmish Formation Defined
    2. Stacking / Movement
    3. "Skirmish Command Range" (SCR)
    4. Fire Qualifiers
    5. Melee Qualifiers
    6. "Retreat Before Melee"
      1. Eligibility
      2. RBM (PBEM) Routine  (Optional)
  13. Formation Combat Efficiency (Advanced)
    1. Brigade
    2. Division
    3. Recovery (Optional)
  14. Scenario OOB Mods (Advanced)
    1. 1st Manassas / 1st Bull Run

Appendix i -- A Users Guide to ACW House Rule Essentials™
Appendix ii -- Setup Options (Recommended)
Appendix iii -- "Show Don't Tell" Wish List
Appendix iv -- Open Letter to John Tiller, 3-24-03
Appendix v -- A "Fair Exchange" (10-23-06 / 10-24-06)
Appendix vi -- References


Introduction

                                                        The Day After:  White Flag of Truce

                             Dunker Church--Antietam, September 18, 1862 2


ACW House Rule Essentials™ offers a challenging manual override for the determined intermediate to grumpier grognard player alike, who seek increased historical realism and color within the fixed code and generic scope of John Tiller's "Civil War Battles" [HPS] series of games.

Please, also see Appendix i:   A Users Guide to ACW House Rule Essentials™ .

ACW House Rule Essentials™ targets

Note:  Players are encouraged to edit, embellish, add, or subtract on-the-fly from any house rule as suits mutual gaming interests and specific scenario OOB manifests.  All that is required is a cooperative keyboard. 

ACW House Rule Essentials™ gratefully borrow from Richard Berg's evolving, grand-tactical GBACW™ boardgame series, specifically, Terrible Swift Sword ©1976 & ©1986, 2nd Ed., Rebel Sabres ©1988, First Blood - The First (& Second) Battle of Manassas ©1989, Dead of Winter ©1990, and River of Death ©1999.   Additional sources include Battle Tactics of the Civil War by Paddy Griffith, ©1989, Fighting for the Confederacy by E.A. Alexander (ed. by Gary W. Gallagher) ©1989, The Civil War -- Time-Life Books, Inc. ©1984-85, The Library of Congress - Selected Civil War Photographs:  Library of Congress - Selected Civil War Photographs, and as further cited in Appendix vi -- References .

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I.  Stacking

Stacking refers to having more than one combat unit in a hex, a function more of tactical usage than how many men can be crammed into a space. --Richard Berg

             The Regiment

"A regiment of ten companies, again the norm, would take up a 165-yard front.  However, the usual
practice was to deploy two companies or 10 percent of the men from each company some 100-175
yards in advance of the regiment as a skirmish line." 15

General Rule:   Units in different formations may not stack together.  Stacking qualifiers are in effect at all times -- even -- and especially -- during the movement phase.

Note:  Stacking qualifiers are scaled to complement Mr. Tiller's ACW map scale of 125 yards / 1000 maximum SP's per hex. 

    Example:  Berg's map scale is 150 yards / hex (Dead of Winter). Mr. Tiller's Campaign series map scale is 125 yards p/hex.  Stacking Limits for ACW House Rule Essentials™ is calculated by dividing Berg's stacking point (SP) limits (1200 SP's) by "1/6".  Thus 1200 SP's in clear terrain in Berg's Dead of Winter becomes 1000 SP's, thereby complementing Mr. Tiller's unit / map scale.

  1. Routed units have no formation status, therefore may not stack with ordered (non-routed) units.  Routed units may, however, stack with other routed units in a hex - up to stacking limits as outlined in Table I.
    Exception:   A routed unit may ONLY stack with un-routed unit(s) if no other option exists.  It  must retreat to an unoccupied hex - or hex similarly occupied by routed units - as soon as one becomes available.
  1. Disrupted units maintain their formation status (line/column), hence, may stack with other units, sharing similar formation (line/column) status.
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A.  Terrain, Melee, FTH Stacking Limits --source:  GBACW™ Standard Rules ©1990

"I have reviewed your proposed hex-side fire limitation rules and will consider them as an optional rule in a future release." --John Tiller (2-26-03)

          Yes (Thank You).  "Show don't tell," 1861-1865


             "Confederate dead lie [stacked] in heaps" 2

                                     Bloody Lane, September 1862


ACW House Rule Essentials™ provides the essential Hex-side (FTH) equalizer on Stacking Limits (see Table I below).  -- for an explanatory review, please, see "An Open Letter to John Tiller" (2-24-03).

ACW House Rule Essentials™ Table 1 (see below) also addresses careless gaps in Mr. Tiller's grossly generic stacking rules, which fail to make tactical distinctions between battle-line SP fire efficiency in clear terrain versus same in non-clear terrain hexes.

Table I
Hex-side
SP Stacking Limits
Clear / Fields
Woods
Orchards
Marsh
Town / City
Max Inf / Dsmntd Cav SP's
+
Sections / Batteries
1000
650
800
400
500
6/2
3/1
3/1
P
2/1
Max Cav (Column) SP's
+
Sections / Batteries
650
400
500
250
250
3/1
3/1
3/1
P
2/1
Maximum Infantry / Dismounted
Melee SP's
1000
650
800
400
500
Maximum Mounted Line 1
Melee SP's
650
400
500
P
250
Max. Hex-side 2
SP's +
All Sections / Batteries
350
250
350
250
250

P=Prohibited

  1. See Mounted Line (Melee) Formation (V. B.)

  2. Hex-side (FTH) Qualifiers

    Introduction
  3. A (single) unit may always ignore Table I FTH terrain hex-side limits to target its SP fire through a single hex-side - if only because hardwired constraints foil any hope to actually "split" a unit's SP fire so as to cover more than one hex-side of Mr. Tiller's fixed 3 hex-side ZOC expedient. 

    With the above single unit hex-side limits in mind, ACW House Rule Essentials™ currently supports the following manual "split-fire" FTH override - please, see below - for larger single unit formations, aimed at tempering Mr. Tiller's otherwise un-tempered (missing) FTH limits.  

    1. General Rule: A unit of 500 SP's or greater may only fire once through the same hex-side in any given turn.  In other words, it may only unleash its full / over stacked complement of lead through the same hex-side during a defensive fire or offensive fire phase - but not both - in the same turn and always at the phasing player's discretion. 

      Explanation:    Mr. Tiller's maximum 1000 SP Fire-Through-Hexside (FTH) stacking limits not only challenges all known physical laws that govern finite space within limited time constraints, it's pure make-believe.

      Permitting combat unit(s) and/or stacks to 'overstack' a single hexside, measuring 41.7 yds, twice in the same turn, no less -- i.e., both defensive and offensive fire phases - with a wall of unqualified small arms lead (1000 SP max) has long been condemned by House Rules as well as by attentive board / hex-based game designer(s) from the 1970's forward.  Please, review Table I - Maximum Fire-Through-Hexiside Limits.

      To contest Mr. Tilller's neglected (MIA or AWOL - take your pick) Fire-Through-Hexside Limits, current house rule abstractions will serve an essential manual override to compliment - again, please, be sure to review FTH Terrain Hex stacking limits:  Table I.   Also, see
      Open Letter to John Tiller.

      "We Can Do Better."

    2. A stack of units may never combine more small arms SP's than permitted under "Maximum Fire-Through-Hexside" limits - as detailed in Table I.

    EXAMPLES:

    During a rather bloody Cedar Mountain(Campaign Anti-tank) fire phase -

  4. A single unit may always occupy a hex (doh!)- regardless of Table 1 stacking restrictions.
  5. There are no limits to the number of leaders that may stack in a hex -- but, please, see Leader Stacking (I. D.) below.
  6. A unit in Skirmish Formation may not stack with another combat unit - and still retain its "Skirmish" formation status as per XII.A. "General Rule".  Please, review Skirmishers Stacking / Movement (XII. B.).

Notes:

  1. According to Mr. Tiller's battle-line model, an ACW combat unit as placed upon a hex-grid map possesses a three (3) hex-side "zone of control."

  2. As corollary to (a) above, there shall always exist multiple-overlapping middle hexsides lying between any three sets of adjacent stacks.

  3. Observation 1:   There is simply no physical or mathematical means for a 3-hexside battle-line to realistically target more than one-third of its 1000 SP maximum through a single hex-side, measuring 41.7 yards across.

  4. Observation 2:   There is simply no physical way for three (3) stacks of 1000 SP's each in three (3) adjacent hexes to target more than one-third of their overlapping (3000 SP's) through the three hex-sides, measuring 125 yards across, constituting the middle stack's ZOC.

  5. And, yet, this kind of make-believe is precisely what Mr. Tiller's battle-line model teaches.

  6. Also, please review Appendix iv.

  7. Concluding Observation:  "Hey, it's, just a game... stop yur 'plainin'! " 

    A wargame - to be slightly more precise. 

    I don't know of anyone to date - be it shill, sycophant, grognard, or die-hard fan - who has thought to defend a Gary Grigsby, Norm Koeger, Dr. Turcan, Richard Berg, David Landrey, or even John Tiller game from otherwise purposeful, constructive, hopeful criticism by claiming, "Hey, give it a rest, dude! it's just a frickin' wargame."  have you?  The year is / was 2008.   A PC can do more than we're seeing here.  A PC can do better.  We can and must do better.

Return to Site Map  

B.  Stacking Order --source: Terrible Swift Sword (TSS) ©1976

An essential complement to Hex-side (FTH) SP limits (see Table I above).

                     
             U.S.A. Colonel Walker's Brigade
                              

  Stones River, January 2, 1863
3


General Rule:  Only the top unit in a stack may be fired upon before unit(s) lying beneath - in descending order - may be targeted.  The effects of stacking order within a targeted hex is significant, hence, may not be ignored.   However, please, see exceptions (below).

  1. Units in a hex may elect to change their stacking order at any time during the movement phase at no MP cost.
  2. Please, see Combat "Friction"( VI. A. "The Pin") on the effects of Stacking Order on unit Formation Change / Movement.

EXAMPLE:   An artillery "crew" may only be targeted after all top (front-line) combat units in a hex have been targeted first - but, see exception  'b' below.

Exceptions:

  1. Artillery "shot" (i.e., ordnance fire beyond a 3-hex "canister" range) ignore stacking order -- it may target any unit stacked in a hex.

  2. A unit fired upon may always ignore stacking order to "return fire" - but, only in its next friendly fire phase.

  3. Ignore stacking order for units numbering 100 SP's or less.

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C.  "Road Column" Formation Stacking --source:  TSS ©1976

Definition: "Road Column" is defined as a single, contiguous (adjacent) string of units marching in column formation along a pike, road, or trail. 

                                                                               "Marching Two Abreast"

   "12th Wisconsin Volunteers (approximately 1000 strong) march
   22 miles in 6 hours from Quincy, Illinois to Hannibal, Missouri."
   (January, 1862) 4


General Rule:  Combat units marching in road column may not stack.  A wagon shall be defined herein as a combat unit.

  1. Infantry & Cavalry units moving in road column may not end their movement phase in a hex containing another combat unit.
     
  2. Limbered Artillery sections / batteries may stack with other limbered artillery units up to the maximum stacking limits as per Table I .

Note:   Column units marching at the off-road movement rate may always stack up to the maximum stacking limits as per Table 1.    This formation might, perhaps, be better described as "maneuver" / "shock" column (i.e., vs "road" column).

IMPORTANT: 

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 D.  Leader Stacking --source:  TSS ©1976

                       "Final Council of War" --Shiloh, April 5th, 1862

   [left to right:  General's Beauregard, Polk, Breckinridge,
   Johnston, Bragg, Hardee.]
4


General RuleA Leader that ends his movement phase stacked in a hex may only stack with combat units subordinate to his command -- unless all units under his command have been eliminated, in which case he may stack with any unit.

This House Rule prohibits Mr. Tiller's unqualified permission to routinely stack leader units, willy-nilly, with combat units outside their command if only for the purpose of gaining the melee bonus.

  1. A Brigade officer may only stack in a hex accompanied by at least one combat unit under his command.
  2. A Division commander may only stack in a hex accompanied by at least one combat unit or subordinate officer under his command.
  3. A Corps commander may only stack in a hex accompanied by at least one combat unit or subordinate leader under his command.
  4. An Artillery officer may only stack in a hex accompanied by at least one combat unit under his command.
  5. The Army commander may stack with any unit / leader under his command.
  6. "Independent" units (i.e., units assigned "independent" status at the beginning of the game) may benefit from being stacked with any leader as per II.D. 1. (b) below.

IMPORTANT: 

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E.  Unit Facing (Optional) --source:  TSS ©1976

"The admonition that all units in the same hex must face in the same direction [within the context of a superimposed hex-movement-grid] is one that arises purely from a need to keep the game manageable. There is really no 'historical' reason why this should be a restriction, so if both players agree, feel free to ignore it. Be aware though, that it raises a host of tangential and entangling play questions that you are free to resolve on your own." --Richard Berg (Terrible Swift Sword)   


          Sherfy Farmhouse,  July 2, 6:20 P.M.                                                                                                                                  The Peach Orchard salient

             Brig.  Gen. Graham's 57th & 114th Pennsylvania                      Meade:   General, I'm afraid you are too far out.
          (Birney's Division),  lie low for cover, facing a far worse      Sickles:   However, I will withdraw if you wish, sir.
          fate (McClaws Division in the distance) to come. 5                  Meade:   I think it is too late.  The enemy will not allow you.
5


General Rule:  Units in a stack must face in the same direction at the end of the movement phase.

If a unit lacks sufficient MP's to meet the general facing requirement it may not stack in the same hex.

Exceptions: 

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F.  Reserve Status --source:  River of Death ©1999

Reserve status permits the unimpeded use of Mr. Tiller's maximum stacking limits - overriding TABLE ITerrain Stacking Limits.  A good example for placing units in Reserve Status would be Heth's Division, during the night following the first day's heavy fighting.  

Please, see Combat Effectiveness Recovery (XIII. C.) for further historical application of Reserve Status.

General Rule:  Combat units may be placed in Reserve Status at no MP cost at any time during the friendly movement phase.

  1. Units placed in Reserve Status may stack up to Mr. Tiller's maximum of 8 counters / 1000 SP's per hex, regardless of terrain considerations and Table I stacking restrictions.
  2. Units placed in reserve must be
    1. at least five hexes from the nearest enemy combat unit and out of the LOS of any enemy unit, or
    2. at least ten hexes from the nearest enemy combat unit - without the LOS qualification as per above.
  3. For Night Turns, the minimum distance (see "b" above) is reduced to five hexes.
  4. A brigade whose units are either melee 'd or fired upon - from a four hex range or less - automatically lose their "reserve" status.
  5. Units in "reserve status" must stack by formation type; i.e.,
    1. Limbered guns in reserve status may not stack with unlimbered guns.
    2. Mounted Cavalry may, however, stack with Limbered Horse Artillery.
    3. Cavalry may never stack with infantry units.
    4. Line infantry / dismounted cavalry may, however, stack with artillery units.
    5. Infantry in column and supply units may never be assigned "reserve status".
  6. Units designated "reserve status" may not move.
  7. Friendly units may never move through stacks assigned reserve status.
  8. Units, just to be sure, may be placed in reserve status in any terrain.  

Notes:

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II.  Command & Control:  'Friendly' FOG (Advanced) --source: TSS ©1976/1986, GBACW™ Basic Rules 1990

   ". . . But, the splendid vista did not afford a clear view
of the right and left flanks, where the heaviest fighting occurred."
2

                General McClellan's uncertain HQ command 'vantage'

                                           Pry House--Antietam, September 17, 1862 6


"A major problem, however, was that the techniques of staff work remained rather too personal - essentially verbal . . . but in the Civil War the lack of sufficient trained staff officers too often meant that the confirmation was left unwritten . . . The staff-work problem usually had a more serious effect upon offensive than defensive tactics . . . Orders went astray, conflicting chains of command interfered with each other, and golden opportunities were wasted." 16


"As miniature war gamers, we have far more knowledge and far more control over our troops than any historical commander has ever possessed. We tower over the battlefield like a 200 Foot General, taking in all and responding instantly." --The 200 Foot General (3-14-01)

"Controlling the The 200 Foot General does not mean reproducing staff procedure as a measure of battlefield efficiency. Instead, it means reproducing the many roadblocks to a commander's battlefield decision-making process.  It means reproducing battlefield doubt.

". . . Working with board games actually put me in contact with a gentleman named Richard Berg . . . [who] stated that friction was necessary, because if you don't have something to control the The 200 Foot General, then Robert E. Lee will never stand a chance at Antietam . . . The other thing that he also put into perspective . . . never deprive the player of the opportunity to do something stupid.  [laughter] So I always took that to heart." -- Colonel Bill Gray, The 200 Foot General (3-14-01).

Maj. Gen. Hooker (left) and Burnside                                                             Lee, Longstreet, and aide
Fredericksburg, December 13,1862 8                              -- Marye's Heights,  December 13,1862 8


ACW House Rule Essentials™ introduces Richard Berg's historically-abstracted 'friendly' "Fog of War" modeling as best as can be mustered, given the impediment of "fixed" programming code. 

Important:  For the purpose of determining the C&C effects of friendly FOG, please, ignore Mr. Tiller's "Command Value" rating - i.e., the upper letter tag on a leader unit's icon, used by Mr. Tiller to determine rally / morale die-roll checks.

General Rule:  The Leadership Value rating is the lower letter assignment on a leader unit's icon, albeit a subjective, static qualifier.  The Leadership value herein will measure applicable effects of 'friendly' FOG on movement and offensive fire/melee operations.  

Notes to Review

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A. Brigade Officers

 
          Brig. Gen. J. Pettigrew                  Brig. Gen. J. Davis                  Brig. Gen. S. Meredith                     Brig. Gen. L. Cutler

  1. Base Brigade Command Range
  2. General Rule: A Brigade officer's base [default] "Command Range" is 3 hexes for CSA and 2 hexes for USA.   The base brigade command range is the maximum, unadjusted number of hexes that a unit may be from its brigade officer in order to freely move and conduct offensive fire and melee assaults -- but, also see "Enhanced Command Range" II.A._2..  

    An officer's CR may never extend through impassable terrain or un-crossable river or creek hex/hex-side .

    1. "In Command" Combat Units
    2. Infantry and cavalry function most efficiently when in Command Range of their brigadiers.  Artillery and wagons operate independently. --R. Berg

      • may change formation
      • may move - expending their full MP allowance
      • may conduct offensive fire
      • may initiate (offensive) melee


    3. "Out-of-Command" Combat Units
    4. Units not In Command are forced to act individually. -- R. Berg

      • may only move "1" hex - but, see exceptions i, ii and iii below.
      • may not change formation - see exceptions ii, iii, iv and vi below.
      • may not conduct offensive fire - i.e., may only fire defensively.
      • may not conduct offensive melee - but, see Mounted Cavalry - Miscellaneous Melee Qualifiers - III.B.4..

    Exceptions:

    1. Mounted Cavalry (on both sides) may always move freely regardless of command status.

    2. USA mounted cavalry may move and/or dismount without need of being "In Command" - reflecting period USA doctrine wherein Union cavalry proved more adept (but not always, of course) as "mounted infantry" - however, see Dismounted Restrictions, IV.A1.c.

    3. CSA mounted cavalry must be In Command as per Dismounted Restrictions, IV. A.1.a. in order to be eligible to dismount.

    4. Dismounted cavalry may always mount, irrespective of command status.

    5. A combat unit that begins the movement phase stacked with or adjacent to its designated Division, Corps, or Army commander is always considered to be "In Command".

    6. Sharpshooters (SS), artillery, supply wagons, Corps, and Army commanders are always treated as being "In Command".

    A Decade in Passing

    . . . [as opposed to Mr. Tiller's 200 foot piece-de-fiction], which permits each and every unit on the map to behave as if directly wired to their Army HQ, fantastically unfettered and free to move as if wholly independent of any chain-of-command - coordinating maneuver, defense, and attack across the breadth and expanse of any battlefield with absolute self-assurance and towering self-control so long as the morale check can be avoided - avoided, at least, until the moment(s) of decision

    To date, Mr. Tiller's program has failed to shed a critical, revealing light on the otherwise crippling effects of "Friendly FOG" on the seldom if ever so predictable cooperation and coordination of all brigade, division, corps, and army troop maneuvers upon a 19th century battlefield.   The command line between heavy-handed, control-freaking 200 foot micro-management and the world of make-believe 'historical' re-creation remains virtually indistinguishable in Mr. Tiller's games, from Talonsoft's Battleground to the current HPS campaign series of Civil War Battles.

    Now more than a decade later, Mr. Tillers' 200 foot reliance on a "command and control" fantasy model, and, for all intents, a missing-in-action AI opponent, doesn't mean that his play-by-email sub-routine isn't still a gamey contest of individual wills, requisite patience, and anal-retentive piece-pushing; but these games - as played 'out of the box' - can never be taken seriously as historical, let alone educational, instructive exercises by the sober.  

    Return to Site Map

  3. Brigade Leadership & Enhanced Command Range

  4.         Brig. Gen. J. Archer                Brig. Gen. A. Iverson               Brig. Gen. J.S. Bowen                    Col. T. Devin                           Brig. Gen. T. Rowley



    General Rule:   A Brigade officer's "leadership value" rating (i.e., the lower letter on a leader's icon) may increase an officer's base command range.

    1. "A"and "B" leadership value brigade officers have their base CR increased by two hexes.
    2. "C" and "D" brigade officers assume the default base CR as per II.A. General Rule above.
    3. "E" and "F" brigade officers have their base CR reduced by one hex. 
    4. EXAMPLES: 

      • Brig. Gen. Archer's (CSA) base CR remains unchanged at 3 hexes -- i.e., CSA base brigade CR = 3 hexes, "D" Leadership value = 0; thus 3+0 = Archer's 3 hex command range.

      • Brig. Gen Iverson's (CSA) command range is historically marginalized to 2 hexes -- i.e., CSA base brigade CR=3 hexes; "E" Leadership value = -1; thus 3-1 = Iverson's 2 hex command range, somewhat tipsy if observably staggering at that?

      • Brig. Gen. J.S. Bowen's (CSA) - Campaign Corinth - adjusted CR = 5 hexes -- i.e., CSA base brigade CR=3 hexes, "A" Leadership value = +2; thus 3+2 = Bowen's 5 hex command range.

      • Col. Devin's (USA) adjusted CR = 4 hexes -- i.e., USA base brigade CR=2 hexes, "B" Leadership value = +2; thus 2 + 2 = Devin's 4 hex command range.
         
      • Brig. Gen. Rowley, like his replacement, Col. Biddle, share an adjusted CR of 1 hex -- i.e., USA base brigade CR=2 hexes, "E" Leadership value = -1; thus 2-1 = Rowley/Biddle's truly dismal 1 hex command range.

    5. A Brigade officer's command range may be augmented by a divisional commander's Command Points (CP's) -- please, see II. B._3. below.

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  5. Road Column Chain-of-Command
  6. In this way, a long column of men can still be controlled by one leader. -- R. Berg


    Definition:  Road Column Formation is defined as a single-contiguous-string-of-adjacent-units in column formation, regardless of whether a road is present or not, belonging to the same brigade and/or division.

    General Rule:  Units in Road Column Formation may move without being in the immediate Command Range of their leader until the turn after they change formation - at which time all Section II ACW House Rule Essentials - 'friendly FOG' - qualifiers are conspicuously applied.

    1. Units of the same brigade are considered to be "In Command" so long as each unit is in column formation, while remaining adjacent to another unit in column formation, and one of these units remains within the "Command Range" of their designated brigade officer.

    2. For Road Column movement only:  each Brigade officer is considered to be "In Command" if he is within the command range of at least one other Brigade officer in the division; and one of the Brigade officers is in the immediate Command Range of the Division commander at the beginning of the movement phase.

    3. Once a "road column" unit changes formation all "In Command" / "Out-of-Command" and exception qualifiers are to be observed as per Section II. A. 1..

      To Review:

      1. Maintain a single, contiguous line of (adjacent) units in column formation - in other words, observe the "Road Column Formation" definition outlined above.

      2. Place Brigade officers within your road column units such that each officer's adjusted command range forms a chain-link-command to one Brigade officer, who is in the command range of the Division commander, at the beginning of the player's movement phase.

      3. Observe all Road Column Formation Stacking restrictions as per I.C. .

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B.  Division Commanders

Division Commanders are responsible for the unrestricted movement and [optional] detachment / attachment of subordinate brigades. 


             Maj. Gen. J.B. Hood                    Maj. Gen. G. Pickett                 Brig. Gen. J. Gibbon                          Maj. Gen. J. Geary

Please, review "Road Column" Formation which permits maximum "in command" movement of an entire Division in Road Column formation.


General Rule:  A Division commander's base "Command Range" (CR) is 6 hexes for the CSA and 4 hexes for the USA. 

The base CR is the maximum (unadjusted) number of hexes that a subordinate brigade officer may be from his Division commander in order to move freely.  

  1. Base Division Command Range
    1. A subordinate brigade officer that begins the movement phase outside the command range of his designated Division commander may only move one hex in a given turn.

    2. A Division commander's CR may never extend through an impassable terrain, un-crossable river, or creek hex / hex-side

    Reminder:   While an out-of-command Brigade Officer unit may only move one hex in a given turn, combat units under his command that begin the movement phase within his "command range" may always move up to their full MP allowance.


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  2. Division Leadership & Enhanced Command Range

  3.                   Maj. Gen. H. Heth                                   Maj. Gen. W. Pender                          Brig. Gen. J. Wadsworth                  Maj. Gen. A. Doubleday


    General Rule:  A Division Commander's "leadership value" rating (i.e., the lower letter on a leader's icon) may increase the commander's base command range.

    1. "A"and "B" leadership value division commanders have their base CR increased by two hexes.
    2. "C" and "D" leadership value division commanders assume the [default] base division CR as per General Rule.
    3. "E" and "F" leadership value division commanders have their base CR reduced by one hex.

      EXAMPLES: 

      • Brig. Gen Heth's (CSA) CR = 8 hexes -- i.e., CSA base division CR=6 hexes, "B" Leadership value = +2; thus 6+2 = Heth's 8 hex command range.

      • Brig. Gen. Wadsworth's (USA) CR = 6 hexes -- i.e., USA base division CR=4 hexes, "B" Leadership value = +2 hexes; thus 4+2 = Wadsworth's 6 hex command range.

      • Maj. Gen. Birney's (USA) CR = 4 hexes -- i.e., USA base division CR=4 hexes, "C" Leadership value = 0; thus 4+0 = Birney's 4 hex command range.

      • Maj Gen. John Love (USA) - Paducah defense, Campaign Corinth - Division CR = 3 hexes -- i.e., USA base division CR=4 hexes, "E" Leadership value = -1; thus 4-1 = a Love-less 3 hex command range.

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  4. Division Level "Command Points" (Optional)

  5.           Maj. Gen. M. Lovell                    Maj. Gen. D. Birney                        Brig. Gen. J. Buford      


    General Rule:  A Division commander is assigned "Command Points" (CP's) relative to his "Leadership Value" rating.  CP's serve to increase a subordinate officer's base command range and/or permit the "detachment" / "attachment" of a subordinate brigade -- please, see II.B.4. below.  

    Important:  USA Division commanders must begin the movement phase within the command range of their Corps / District commander (or within 3 hexes of the Army Commander as per II.C.4. below) in order to eligible to allocate CP's.

    1. The following is a suggested Division Level Command Point Allocation routine to be observed by both players:

      1. At the beginning of the movement phase, Division Command Points may be allocated to eligible subordinate "in command" brigades.  Brigade officers who scream n' curse the loudest shall always receive first consideration for any available CP allocations, eh?

      2. The phasing player shall maintain a recorded list of Division CP allocation(s) - for each turn - by notifying his opponent, during the current pbem exchange.
      3. Caution:  CP's allocated to extend the command range of a subordinate officer only remains in effect for the current player turn.  In subsequent turns, CP's must continue to be re-allocated in order to maintain a subordinate brigade officer's extended command range.

      4. A CP allocation used to "detach" a brigade, assigning it "independent status", remains in effect until countermanded by an additional CP expenditure, ordering the [re]attachment of the brigade.

    2. The number of CP's assigned to a division commander is dependent on the Leadership Value rating.

      1. "A" & "B" leadership value commanders receive two CP's.
      2. "C" and "D" leadership value commanders receive one CP.
      3. "E" and "F" commanders receive no CP's.  None whatsoever.  Nada.

    3. One CP is expended for each hex added to a subordinate officer's adjusted "command range" (i.e., please review II.A.2. above) up to a maximum of +2 hexes.
    4. A division commander may split his CP's between eligible (i.e., "in command") subordinate brigade officers.

    EXAMPLES: 

    • Brig. Gen. Lovell (CSA) - Campaign Corinth, receives no adjustment to his base division CR, given his assigned "D" Leadership value.  He does, however, have 1 CP to optionally detach / attach one brigade or to increase -- by one hex -- the command range of one of his subordinate brigade officers.

    • Maj. Gen. Birney (USA) - Gettysburg, has 1 CP assigned to his command, relative to his assigned "C" Leadership value.  He may use 1 CP to augment the command range of one "in command" subordinate brigade officer -- by one hex; or he may elect to expend 1 CP in order to detach / attach one brigade officer within his command range.

    • Brig. Gen. J. Buford (USA ) - Gettysburg, enjoys a "B" Leadership value rating.  He has 2 CP's assigned to his command   He may elect to

      • split his CP's among two subordinate brigade officers to increase their command range by one hex each.
      • expend his maximum 2 CP's to augment the command range of one [subordinate] brigade officer. 
      • expend 1 CP to detach and/or [re]attach one brigade and assign 1 CP to increase the command range of one subordinate brigade officer.

      Reminder:  A Division commander may never expend more than 1 CP to "detach" / "attach" a brigade in any given turn.


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  6. Detachment / Attachment (Optional)
  7. General Rule:  Attaching or detaching brigades / divisions is a voluntary action.  There is no limit as to how long a subordinate command may remain detached.

    1. The following is a suggested routine to be observed by both players, during the friendly movement pbem phase:

      1. The phasing player notifies his opponent via email (or other) at the beginning of his movement phase, which brigade(s) are to be "detached" (assigned "independent status") and/or "attached".  In this way a "paper-trail" record is maintained.
      2. A brigade officer must begin his turn within the command range of his Division commander in order to receive a detach / attach order.
      3. A Division commander expends one command point (CP) to detach / attach a brigade.
      4. A Division commander with "0" CP's may not detach / attach a brigade.
      5. A detached brigade behaves as if it were an "independent" command (i.e., "in command") -- please, review II.A.1. [a.] above.

    2. A Division commander expends "1" CP to voluntarily detach / attach (re-assign) a subordinate brigade to another Division command -- all in the same turn.
    3. A Division commander may not have more than one subordinate brigade detached at any time.
    4. A Division commander may not have more than one additional brigade attached to his command at any time. 
    5. EXAMPLE: 

      Brig. Gen Heth (CSA) may voluntarily reduce his command to a minimum of 3 brigades or increase his command to a maximum of 5 brigades at any time, during play.

    6. A CSA Division commander is always treated as an "independent" command as outlined in II.C._2. below.
    7. A USA Division commander must be within the CR of his assigned Corps / "District" commander -- in order to be eligible to "detach" / "attach" a brigade -- please, see II.D. 3 below.

                 Additional Examples: 


                         Maj. Gen. H. Heth                                    Maj. Gen. S. Hurlbut     

    • Maj. Gen. Heth (CSA), "B" Leadership value - Gettysburg, has "2" CP's to use as he so chooses.  He may elect to expend a maximum of 1 CP to "detach" one brigade, Brig. Gen. Archer in this instance, assigning him "independent" status.  Gen. Heth's lone, remaining [1] CP may serve to augment the base command range of one of his three remaining subordinate brigade officers -- by one hex.   As for Gen. Archer's short-lived "independent" command, he runs off to apparently join the USA rear guard?
       
    • Maj. Gen. Hurlbut (USA), "C" Leadership value - Campaign Corinth, has "1" CP to 'hurl' at one selected brigade officer for the purpose of either detaching / attaching, or to augment the base command range by one hex of one of his subordinates.

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C.  Corps / District / Wing / Army Commanders

A Corps / District / Wing Commander's base command range (CR) is 8 hexes. A commander's CR may never extend through impassable terrain or an un-crossable river or creek hex-side / hex.

Important:  Please, ignore Mr. Tiller's default "command radius" of 15 hexes assigned to his Corps leaders, as per his parameter data, when determining the impact of 'friendly' FOG on corps level command & control.  


        Lt. Gen. A.P. Hill                            Lt. Gen. J. Longstreet                  Brig. Gen. W.T. Sherman            Maj. Gen. G. Meade (AOP)
                                                                                                                                                          "Memphis District,"1862              3:00 a.m. June 28, 1863


General Rule: A combat unit / brigade or division officer that begins the movement phase stacked with or adjacent to its designated District / Corps / Wing Commander always enjoys "in command" status.


  1. USA Corps / "District" Command Restrictions

    1. A USA division commander that begins the movement phase within the command range of his designated Corps / District commander OR within three hexes of his Army commander always enjoys "in command" status.

    2. A USA Division commander must begin the movement phase within the command range of his designated Corps / "District" commander in order to allocate command points (CP's) to his subordinate brigades as per II.B.3 above.

    3. An out-of-command USA Division commander may only move one hex

      Note: Where no Corps commander is present on the battlefield (e.g., Campaign Corinth, etc.), a "District" commander (e.g. Brig. Gen. W.T. Sherman - "Memphis District," Maj. Gen. Ord - "Jackson District," etc., ) may satisfy the U.S.A. Division Commander's "in command" requirement (to be eligible to detach / attach a subordinate brigade officer).

    4. Exception:   Please, see II.E.2. - "'Separated' / Leaderless Reinforcements".

  2. CSA Division commanders enjoy "independent" command without qualification to their specific Corps Command status.

    Reminder:   CSA divisions and only "detached" USA division(s) behave as "independent" commands.


  3. Corps Leadership Enhanced Command Range (Optional)

  4.            Maj. Gen. E. Ord                        Maj. Gen W.S. Hancock                       Lt. Gen. R.S. Ewell
                 "Jackson District"         


    1. "A" and "B" leadership value Corps commanders have their base command range (CR) increased by +2 hexes.
    2. "C" and "D" leadership value Corps commanders receive a "0" command range benefit.
    3. "E" and "F" leadership value Corps commanders receive a negative [-2] modifier to their base command range.
    4. District Commanders receive no enhanced command range consideration.

    EXAMPLES:

  5. Army Commanders - Any combat unit or brigade/division/corps leader that begins the movement phase within three hexes of the Army commander always enjoys "in command" status.

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D. Detached /  Independent Command


        Col. H. Berdan                                                        Berdan's 1st U.S. Sharpshooters                                                  Col. N. "Shank" Evans
                                                                                                 National Civil War Association                                     Bull Run '61 - Antietam '62

General Rule:  Detached (i.e. " Independent") combat units, brigade officers, and division commanders always operate as if they were "in command".

  1. Independent Units

    1. Combat units assigned "Independent" status at the start of the game -- and only these -- may freely move and attack at will.

    2. Independent units may also benefit from being stacked with a leader unit.

  2. Independent Brigades

    1. A detached brigade is automatically assigned independent (i.e., "in command") status - unless immediately reassigned to another Division command.
       
    2. Combat units subordinate to an independent brigade officer must always remain within the brigade officer's "command range" in order to have full movement and offensive combat capability (as per II.A.1._a. above).

  3. A USA Division commander must begin its turn within the CR (Command Radius) of the Corps / "District" commander to receive a "detached" order - thereby having "independent" command status.

    1. A USA Corps commander with an "A," "B" or "C" Leadership Value rating may choose to detach a maximum of one division at the beginning of the movement phase. Please, review II.B.4. above, governing the detachment / attachment of subordinate brigades.

    2. A USA Corps commander may detach no more than one division from his command at any time during the game.

    3. The USA Army commander may have a maximum of two divisions detached at any time during the game.

  4. CSA Division commanders always function "independent" of their Corps commander.

  5. Corps commanders (CSA / USA) always function "independent" of their respective Army commander.

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E.  Leaderless / "Separated" Formations

General Rule:    Regiments, Brigades, and Divisions sometimes enter the game separated (out-of-command) from any parent / superior organization.  Special rules are required to address a somewhat inconvenient situation.  

Please, also see Scenario OOB Exceptions (Section XIV) for First Manassas / Bull Run OOB (1861) global Command and Control exceptions - where no Corps leaders exist for either side - and where USA Division leaders / CSA Brigade officers are directly linked to their "Overall Field Commander".

  1. Leaderless Units / Reinforcements

    1. A leaderless regiment that enters the map must strive to link up with -- i.e., move within the "command range" of -- its assigned brigade officer/leader as quickly as possible and without delay.

    2. If a leaderless regiment is unable to join his assigned brigade within two movement turns, he is assigned a temporary [virtual] "replacement" commander, enabling him to move freely and defend normally although still ineligible to initiate melee - with the exception of 'c' below - until successfully joining his parent command.

    3. Reminder:   Mounted cavalry are never required to be "in command" in order to move freely as per Section II.A.1. ( Exceptions 'i' ).


    4. A leaderless regiment may not conduct offensive fire / melee.


    5. Exception:   Mounted Rebel Cavalry. 

      Leaderless Rebel Mounted Cavalry may always conduct a Mounted Line Formation melee charge, ignoring the otherwise mandatory " in command" requirement - as per Mounted Line Formation Eligibility (V.B.1._b.). 

      Mounted rebel cavalry must, however, adhere to all other Mounted Line qualifiers and restrictions as outlined in both V.B. 1. and V.B. 2..


  2. "Separated" Brigades / Divisions
  3. Introduction

    There are several "what-if" (fantasy) scenarios within the Gettysburg Campaign game wherein a Union Corps (e.g., VIII Corps) enters the game with a number of "separated" (i.e., leaderless / out-of-command brigades), or in the case of USA Doubleday's division, an entire "separated" division.  

    ACW House Rule Essentials™ requires that a "separated" formation be treated under a modified "out-0f-command" set of guide-less  - necessary to contest Mr. Tiller's otherwise "200 Foot" run amok (careless) behemoth from growing ever more a-historic.

    General Rule:  A Player's OOB that includes "Separated" commands (i.e., CSA/USA brigades/ USA divisions) -- whether stated or implied - shall be treated under a modified set of "out-of-command" restrictions and qualifiers as outlined below.

    1. If no parent command organization exists at the beginning of play for a "separated" formation, it will be assigned to a qualifying division / corps commander in play.

      A Qualifying Division / Corps command is defined as follows:

      1. A maximum of three "separated" brigades may be attached / assigned to a single division commander.

      2. A division commander may never have more than six (6) brigades assigned to his command at any time.

      3. A maximum of one "separated" brigade may be attached / assigned to a corps commander.

    2. The separated brigade / division leader shall, hence, be ordered to march by the most expeditious (direct/fastest) route available to his assigned commander.

    3. If a separated brigade officer begins the game with "hold" or "delay" order - as tacitly implied within a scenario's design, he may only execute orders within a modified "out-of-command" set of rules as dictated below:

      1. A unit assigned to a separated brigade may not conduct offensive fire / melee.

      2. Exception:  In a scenario where a "Separated" formation (i.e., brigade/division) has been assigned - isolated and abandoned - to an offensive objective target / hex, in command status shall be reluctantly granted to the separated formation.

    4. A unit assigned to a separated brigade may change formation.

    5. A separated brigade officer / division commander may only expend the maximum number of MP's if:

      1. the officer / commander moves to his immediate rear and in the immediate direction of his [newly] assigned division / corps commander.

      2. the officer / commander remains within an 8-hex radius of his assigned (i.e., as indicated/implied by scenario design*) defensive objective hex at the start of the game.
      3. * An objective hex is defined as any mutually-agreed upon hex-of-interest; i.e.,

        • VP objective (as per scenario "Info" panel)
        • key town center
        • crucial crossroads
        • vital bridge / ford
        • local tavern stocked with coveted Guiness stout?, etc., etc..

    6. Players shall pause before initiating play to agree upon which hex(s), if any, shall constitute a "separated" command's key objective hex(s).

    7. A separated brigade / division leader shall automatically become attached upon entering his assigned commander's "command range" radius.

    8. Upon successfully linking up with his assigned parent command, a separated brigade / division shall cease to be defined as such, thereafter enjoying "in command" status (as per II.A._1.a.) and all limitations associated with being "out-of-command" (as per II.A._1.b.).

    9. A re-attached brigade / division may still prove eligible to receive an "independent" assignment status - as per II.B.3 and II.D.3. .

Notes

  1. A "leaderless" or "separated" brigade/division is not the equivalent of an "independent" command despite careless or non-specific implications within any specific scenario.

  2. A "leaderless" or "separated" brigade/division does not enjoy the same privileges as an "independent" command.

  3. A brigade/division leader that begins the game as "leaderless" or "separated" shall retain such status until he successfully links up with his assigned division/corps commander.

  4. Where no Division or Corps commander exists, all Brigades shall be assigned ("attached") to eligible Division / Corps commander(s) or the "Overall Field Commander" / Army Commander - if none remain eligible.

  5. Remember:  a Division Leader may never attach (or detach) more than one brigade to his original command.  Similarly, a Corps Commander may never attach (or detach) more than one division to his original command.

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F.  Provost Troops / Leader Escorts

             . . . to the tune of the Rogue's March.

             "A federal soldier, guilty of breaking Army regulations, is
             paraded through the streets of Washington."
17

"Whilst looking for a Governmental solution, the Military reluctantly came clean to the real reason - desertion, or to be accurate 'the lack of response to desertion'.

"A totally independent force was needed that was specially designed and equipped for the task.

"Provosts were required to be horse soldiers, although still infantry . . . They were self sufficient . . . They were to become hated by all within the Union forces.   They were insubordinate and . . . It was not safe for them to billet near regular units and would be kept out of sight in conflict areas.  Although not wanted, they were much needed, not only for [a] deserters [n' stragglers?!].  They were responsible for [b] movement of spies in and out of Union lines, [c] securing routes for civilian refugees, [d] the protection of Military key points, [e] guarding of Division H.Q. Personnel, and [f] the draft." 

--An informative brief by Bob George, December, 2000:  The Provost Guard


Leader Escorts like Provost troops are included in Mr. Tiller's latest OOB's, but like miniature bits of dreamy confection or divine window-dressing, they serve no specialized function in the game.  What a darn historical . . . sham---e. 


ACW House Rule Essentials™ offers an instructive override to the impediment of hardwired programming neglect by showing provost and escort usage in their more limited, specialized role(s).

  1. Escorts / HQ Guards -- source:  GBACW™ Basic Rules ©1990

  2. Introduction:    Commanders may have cavalry escort, attached as HQ Guards.   In other instances, "escort" units may be assigned to guard key objectives - for example, the 2 Ohio regiment assigned to guard Gen. Rosecrans' Train.

    1. A Leader Escort / HQ Guard may only stack with its assigned leader.
    2. A Leader Escort / HQ Guard must remain stacked with its leader at all times - unless, of course, displaced by adverse combat results.
    3. A Leader Escort / HQ Guard may only dismount / mount if his assigned leader also elects to dismount / mount.
    4. Leader Escorts, where applicable (i.e., as per specified OOB assignment), shall always remain within 2 hexes of their assigned 'baggage' Train, etc..
    5. Leader Escorts may only initiate (offensive) melee when accompanied by their Leader.


  3. Provost Troops
  4. Introduction:  Provost troops do not / will not voluntarily serve as front-line units.  Instead, they serve behind the lines as a "mounted-infantry" reserve, maintaining an ever watchful eye on objective hex(s) - i.e., a key crossroad, bridge, supply depot, etc., etc., along with the usual rounding up of rogue deserters, stragglers, etc..
    1. Similar to house rules governing units placed in "Reserve Status" (I. F.) - with the exception that they are actually free to move - Provost Troops are required to remain at least:

      • five hexes from the nearest enemy combat unit and out of the LOS of any enemy unit.
      • ten hexes from the nearest enemy combat unit - without the LOS qualification as per above.

      . . . unless, of course, their position is penetrated / overrun by the enemy.

    2. Provost Troops may not stack with combat units outside their own designation.
    3. Provost Troops may participate in a "single-hex coordinated" (III.A. 1) melee. 
    4. Provost Troops may not participate in a "multiple-hex coordinated" melee as outlined in III.A. 2 .
    5. Provost Troops in mounted column may conduct limited melee operations as outlined under - Miscellaneous Melee Qualifiers - III.B.4. (a).
    6. Provost Troops in line formation, numbering 100 men or less, are by house rule definition treated as units in Skirmish Formation  as per XII. A. (General Rule), hence, may only initiate melee as outlined under III. B. 5 .
    7. Provost Troops may not conduct "Mounted Line" (Charge/Melee) operations as outline under V.B..

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III.   Offensive Melee Qualifiers

Coordinating melee assaults (i.e., combining friendly unit SP's willy nilly) in the midst of maneuver, flying lead, limbs, arms and legs, was never so predictable nor absolute as Mr. Tiller's series of games might purport or presuppose to teach.


“Regimental leaders—whether appointed early or elected later—died in astonishing numbers.  The necessity of inspiring citizen-soldiers in battle often obliged Civil War commanders to lead from the front, literally advancing with the front line, sometimes waving swords or flags.  A worse prospect from the actuarial perspective would be hard to imagine.  The advent of rifled muskets had rendered such leadership moot, but military and societal norms only adapted slowly.  ...As a consequence, the war killed fully one-quarter of the field-grade officers in line regiments.  That ghastly harvest of dead colonels numbered about 50 times greater mortality than among American of like ranks and duties during World War II....” 9

A. Coordinated Melee --source:  GBACW™ Basic Rules ©199o

The "strength and suddenness" - of Gen. Jackson's coordinated, albeit somewhat disjointed and confused, assault on the open federal flank - "took XI  Corps totally by surprise." 10

          Jackson's crushing 'Plank' attack near Taylor House

                               Chancellorsville, 1830 hrs, May 2, 1863


There are two types of offensive coordinated melee:

  1. Single Hex Coordinated Melee
  2.   Brig. Gen. Buford's 2nd U.S. cavalry regiment executes a bold but unsuccessful
      late afternoon charge against Brig. Gen. WHF Lee's artillery supported brigade.


      "The battle of Brandy Station 'made the Federal cavalry'."  --H.McClellan 5


    General Rule:  Units stacked in a hex may combine SP's to conduct a single stack coordinated melee so long as all participating units begin the movement phase "in command".

    Note:  A unit may not conduct offensive fire into one hex, and initiate melee into a different hex in the same turn.

    Example:  52nd NC (Pettigrew), 5th Ala & 13th Ala (Archer) begin the movement phase stationed in separate hexes.  They end the movement phase, stacked within a single hex adjacent to a curiously static enemy unit.  All attacking units meet the general rule qualification of beginning the movement phase "in command," therefore, all units remain eligible to combine their SP's into a "single-hex" coordinated melee.

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  3. Multiple-Hex Coordinated Melee              
  4. Kelly's Ford, March 17, 1863
      
    One of the war's first large-scale cavalry clashes -- Col. A. Duffié's
    1st Rhode Island & 6th Ohio under orders from Brig. Gen. W. Averell
    [division commander] engage Brig. Gen. F. Lee's 4th VA.
    8

    General Rule:  Units in two or more hexes may only combine melee SP's into a multiple-hex coordinated melee if all participating combat units and officers begin their movement phase "in command" -- i.e., within the "command range" of their designated brigade and division officer(s).  

    1. A unit may not conduct offensive fire combat into one hex, and elect to melee a different hex in the same turn.

    2. Isolated units may never participate in a multiple-hex coordinated melee - although they may always exercise a single-hex melee 'breakout' stab of their own if rescue from the outside appears less than imminent or hopeless at best.

    Reminder:  All Brigade officer(s) participating in a multiple-hex coordinated melee must begin their movement phase in command - i.e., within the "command range" of their respective Division commander(s).


    Note:  Under Berg's GBACW boardgame rules, all units that are not stacked with a leader are required to undergo a die-roll morale check to determine "melee eligibility."  Units that fail a morale check may not initiate melee for the remainder of the turn.  Additionally, stacks that are ordered to melee, may only resolve melee attacks, one stack at a time.  A defending hex may therefore routinely undergo one or more [stacked] melee assaults in the same turn.  (source: River of Death)

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B.  Miscellaneous Melee Qualifiers

                               The 118th Pennsylvania -- Boteler's Ford


                                                              --September 20, 1862

Gen. Porter (V Corps) launches a lackluster 3 brigade pursuit of Lee's retreating army across the Potomac, while back along the receding Antietam, Gen. McClellan mulls over the shifty political winds of opportunity in '64 even as Lincoln advises Little Mac to press his assumed, if but observably fleeting, advantage? 1

  1. Road Column vs Shock ( Melee) Column
  2. ACW House Rule Essentials™ targets Mr. Tiller's glossed-over, one-size-fits-all column formation by creating an independently defined "Road" column vs "Shock" column pair of complements.

    General Rule:   A unit in column that uses (i.e., benefits from) the pike, road, trail movement rate at any time during its movement phase is defined as being in Road Column formation. Such unit(s) may not initiate melee in the same turn.

    1. An infantry unit moving in column formation shall (must!) ignore any pike, road, or trail within the hex, thereby manually calculating all movement points expended at the off-road terrain movement rate - in order to remain eligible to conduct offensive melee in a given turn,
    2. Example:   In clear terrain, an infantry unit in column formation beginning its movement phase with 12 MP's may move no more than 6 clear terrain hexes to remain eligible for offensive melee orders in the same turn.

    3. An infantry / cavalry unit in column formation may cross a bridge or ford hex to conduct melee - however, you must manually calculate all MP costs at the off-road terrain movement rate in order to remain eligible to initiate melee in the same turn - as per the General Rule.

    4. An infantry in column formation may use a town-road hex in order to conduct a "shock" column melee within the town - however, (again) be sure to manually calculate any MP expenditures during the turn at the off-road terrain movement rate - in order to remain eligible to initiate melee.

  3. "Isolated" Units
    1. may conduct a single hex / stack coordinated melee in a hopeful/desperate "breakout” attempt.

    2. may not combine SP's to execute a multiple-hex coordinated melee as per III.A._#2. above.

    Note:  Treat units that rout behind enemy lines as "isolated" units.  As a result if they move they must do so in an effort to return to friendly lines asap (see II. g. above).

  4. Dismounted Cavalry -- see IV. A. & B. below
  5. Mounted Cavalry
    1. Mounted cavalry in normal column formation (i.e., but not road column formation as per III.B.1. General Rule) may initiate melee "on-the-fly" - i.e., without qualification - against the following units:

      • limbered artillery
      • leaders
      • wagons
      • routed / isolated units
      • infantry in column formation
      • any unit via rear hex-side

    2. Mounted cavalry must qualify as per Mounted Line Formation ( V.B. ) - to be eligible to initiate melee vs infantry in line / skirmisher, dismounted cavalry in line / skirmisher formation, and mounted cavalry.

      However, as per V.B. 1.,

      1. USA Cavalry must be "in command" to be eligible to form a Mounted Line.

      2. CSA Cavalry are free - without "in command" qualification - to form a Mounted Line.

    3. See, Mounted Reconnaissance Eligibility Qualifiers (V.A. iv.), prohibiting all melee / mounted line eligibility.

    4. A mounted cavalry "Retreat Before Melee" option, still, remains under review.

  6. Skirmishers
  7. A unit in Skirmish Formation may only conduct melee against the following units:

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IV. Dismounted Cavalry Qualifiers

                                                     Col. William Gamble's 1st Brigade

   Under morning orders from Gen. Buford, Gamble's troopers dismount to assume a
   defensive line, stretching 1000 yards along the east bank of Willoughby Run.
  --July 1, 1863
5


Introduction:  USA cavalry (especially early in the war) were trained to function most effectively as "mounted infantry" -- in effect they were mobile / swift-of-hoof foot soldiers.  By historical comparison,

"CSA cavalry units were [typically] neither trained to, nor adept at, fighting dismounted.  They were raiders and 'chargers'.  Their Cohesion ratings, were they to dismount, would be so low as to make such a tactical choice prohibitive."  --R. Berg, River of Death

Note:  It is suggested that players provide House Rule exceptions - i.e special qualifiers - to address special unit capabilities specific to your current OOB -- e.g., Gen. N. Forrest, whose "mounted infantry " proved a promising exception to the CSA cavalry doctrine rule; whereas mounted provost guards, etc., might be limited to mounted defensive operations -- i.e., they would not be allowed to initiate melee and/or dismount to form normal battle-line, if only because they did not historically perform conventional "foot soldier" infantry tactics, yes?

Observation:  Mr. Tiller's "melee quality" setup option serves an unqualified "global" modifier for all "A" & "B" quality units, including all cavalry units without exception.  The global 'bonus' provision must be dismissed wholesale, if only because Mr. Tiller's model fails to differentiate between typical cavalry vs infantry military doctrine.   In other words, to permit dismounted cavalry to -- without exception or qualification, enjoy the same, identical melee bonus as line / "shock" infantry is unacceptable - as it a-historically skewers period cavalry doctrine.


A. Dismounted Restrictions -- source:  Rebel Sabres ©1988

General Rule:   ACW House Rule Essentials™ requires that the "melee quality" option at game setup be disabled.

  1. Command & Control

    1. CSA cavalry must be in command in order to be eligible to dismount.

    2. USA cavalry, however, may dismount without need of being in command - reflecting period USA doctrine wherein Union cavalry proved more adept (but not always, of course) as "mounted infantry".   Also, please, see "c" below.

    3. Out-of-command USA cavalry that dismount must have sufficient MP's left - in the same movement phase - to change to skirmisher formation.  They must remain in skirmish formation so long as they remain "out-of-command". 

      Reminder:   Dismounted Cavalry, numbering 100 SP's or less, are automatically treated as skirmishers - please, review Skirmishers (XII. A. 1.).


    4. Dismounted cavalry on both sides may always mount without command qualification.

  2. Melee Eligibility


    1. A Dismounted Line unit that begins its turn in command may initiate melee vs:

      • dismounted cavalry
      • unlimbered artillery
      • supply wagons
      • "routed" units
      • through any unit's enfilade/rear hex-side

    2. Dismounted Line may not initiate melee vs infantry in line / column through their ZOC hex-sides (disruption status makes no difference).

    3. Dismounted Line defend normally vs enemy melee [doh!].

Design Note:  In Richard Berg's Gleam of Bayonets (Antietam), by only one example, a "B" quality mounted cavalry unit immediately becomes a "D" quality unit upon dismounting.  The troop quality reduction not only reduces a dismounted unit's morale / rally capability, but it is also recognized that the dismounted unit is typically ill-equipped and/or psychologically unprepared to go toe to toe, let alone conduct offensive melee against line / "shock" infantry troops.

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B.  Dismounted Skirmishers -- source:  TSS ©1986

"The skirmish line is in advance, with the main body behind.  Mounted companies are stationed on one or both flanks." 11


                                                                                           "Cavalry in Action Dismounted" 11

The initial Confederate Advance by Heth's Division in the early morning hours of July 1, 1863, was not conducted as aggressively as the Confederate Player is likely to do in the game.  Additionally, Buford's troopers were deployed as skirmishers, rather than in a true line formation.  --R. Berg

Use of this house rules section is not intended to adversely affect the rate of the Confederate advance, but it seeks to reduce the a-historical number of casualties suffered on both sides, acknowledging Buford's casualties, alone, were less than 200 men for the entire morning's battle (Buford's troopers being withdrawn for the remainder of the Gettysburg battle at around 1300 hours, July 1).  


ACW Campaign House Rule Essentials™ strives to model an essential, albeit token, defensive fire benefit for dismounted cavalry in skirmisher formation, defending against enemy fire and/or melee.

Note:  For a complete summary of the Skirmish Formation, please, see XII.  Skirmishers.


General Rule:  A Skirmisher may never stack with another combat unit except artillery or leader unit.

  1. A Dismounted Cavalry unit may form Skirmishers at any time during the movement phase.

  2. A Dismounted Cavalry unit, numbering 100 men or less, is automatically defined and treated as a unit in permanent "Skirmish" Formation - please, review General Rule XII. A. 1.

  3. A stack of "skirmish" units totaling more than 100 SP's, however, is treated as per normal game play rules - negating any skirmish formation status as outlined in XII.A. 1. .

  4. A Dismounted Cavalry unit may only receive non-skirmisher small-arms fire if fired upon by an enemy unit that has expended at least 1 MP.

    -- In other words, a unit must either move and/or change its facing, thereby expending at least 1 MP, to become eligible to fire at a unit enjoying skirmish formation status.

    Important!
     
    A Dismounted Skirmisher unit receives no defensive benefit consideration when fired upon during the enemy defensive fire phase.  Given hardwired constraints, this is seen - and play-tested - as a necessary restriction to prevent the defensive-oriented skirmisher unit from being asymmetrically employed in an a-historically offensive manner.

  5. A Dismounted Skirmisher may not initiate [offensive] melee against enemy infantry, regardless of formation or disruption status - however, see 6. exceptions below.

  6. A Dismounted Cavalry unit, numbering 100 men or less, is automatically treated by house rule default to be in Skirmish formation (please, review XII. A. 1.), and therefore must assume a mounted formation in order to be eligible to initiate melee.

  7. Any enemy unit that begins its movement phase within 2 hexes of a targeted Dismounted Skirmisher unit may execute offensive fire / melee vs the unit in Skirmish Formation in the same turn without qualification.

  8. Exceptions

    An in command Dismounted Skirmisher may initiate melee vs the following units:

    • dismounted skirmishers
    • wagons
    • artillery
    • "routed" units
    • officers (dismounted)
    • through any unit's enfilade/rear hex-side

Notes

In Mr. Tiller's game, a skirmisher unit is penalized by having 100 sp's subtracted from its fire combat strength during a friendly fire phase - thereby 'simulating' "skirmisher formation." This is acceptable.  However, that a unit in skirmish formation receives no defensive benefit whatsoever vs enemy fire - for being in a more loosely arranged "skirmisher" formation is not.

Additionally, to penalize skirmishers for moving through adverse terrain (woods, etc.) as opposed to 'normal' movement rates for more stiffly orchestrate line/column units makes no sense.   While the bivouac agrees that the "recon" feature was needed, Mr. Tiller's ACW "skirmisher" model fails to simulate a tactical reality.  It is a programming expedient-of-least-resistance that does nothing to show war gamers how a unit in Skirmish Formation, whether infantry and/or dismounted cavalry, historically functioned.  One can put to test such a sorry observation and conclusion by simply attempting to simulate Buford's delay tactics on the morning of July 1 while employing Mr. Tiller's "skirmisher" formation . . . .

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C. "Retreat Before Melee" (RBM) --source:  TSS ©1986 / GBACW™ Basic Rules ©199o

A Retreat Before Melee option provides a token survivability factor for Dismounted cavalry in Skirmish Formation. 

Important:

  • All Dismounted cavalry in Skirmish formation may exercise option ' 1' below - be sure to include small units that qualify as per XII.A. 1 .
     

  • Option '2' - while more laborious - more closely approximates Berg's original Retreat Before Melee routine.

The "Retreat Before Melee" (RBM) option targets the survivability of dismounted cavalry units that have been ordered to "Skirmish" with the enemy - i.e., hit / delay / fall-back - while avoiding melee with enemy line / "shock" troops whenever possible.   That Mr. Tiller's cavalry may both initiate and similarly invite dismounted cavalry in Skirmish Formation vs line infantry melee combat, without tactical distinction or qualification, is a tactical lesson in fiction?


The following is a [gross] simplification of Berg's GBACW rule, given "fixed" programming constraints.  

  1. RBM Eligibility & Restrictions Routine
  2. General Rule:  A Dismounted Cavalry unit in "Skirmish" Formation need not be in command to exercise its "Retreat Before Melee"(RBM) option.

    1. A Dismounted Skirmisher may not be melee 'd by the first enemy unit that enters its ZOC.

    2. Additional enemy unit(s) to "a" above that subsequently enter a Dismounted Skirmisher unit's ZOC in the same or following turn(s), may initiate melee so long as they meet all "in command" requirements as outlined in House Rule Section III.

    3. A Dismounted Skirmisher may not exercise the RBM option if the enemy begins its movement phase within 2 hexes of the defending Dismounted Skirmisher unit. 

      Exception:  If a Dismounted Cavalry has been deployed in a wooded terrain hex, then (c) herein is ignored and (a) above still applies, due to the crippling effect Mr. Tiller's routine has on skirmisher movement capability - a complete '180' to how a unit in loose / skirmish order should be able to conduct tactical maneuvers.

    4. A Dismounted Skirmisher may not exercise the RBM option if melee 'd through one of its rear hexes.

    5. A Dismounted Skirmisher may not exercise the RBM option if "Isolated" and/or it would otherwise be forced to enter an enemy ZOC.

    6. A Dismounted Skirmisher in an enemy Mounted cavalry unit's ZOC may not exercise the RBM option.

    7. A "disrupted" Dismounted Skirmisher may not exercise the RBM option.

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  3. (Optional) RBM Routine (PBEM)
  4. A "Retreat Before Melee" option in the spirit of Berg's original boardgame design, albeit not so transparent or effortless to effect.


    General Rule:  Dismounted Cavalry units in "Skirmish" Formation - please, also be sure to review XII.A._1. - and targeted for melee may exercise the Retreat Before Melee.

    Routine Checklist

    1. The Phasing Player sends an email courier to his venerable enemy's HQ, indicating the precise opposing Skirmisher units he 'intends' to butcher, er . . . . melee, during the current turn.  check.

    2. The Non-phasing Player replies via email courier to his HQ counterpart, which - if any - of the targeted Skirmisher unit(s) shall exercise the Retreat Before Melee option.  check.
      Note:  Obviously, steps 'a' & 'b' as outlined above will force additional delays upon commanders.  This delay alone should discourage all but the grumpi-ss among-ss.
    3. A Dismounted Skirmisher unit of the Non-phasing Player that has opted to exercise the RBM option may not be melee 'd by the Phasing Player in the current melee phase.

    4. At the beginning of the Non-phasing Player's following movement turn, each Dismounted Skirmisher unit, exercising the Retreat-Before-Melee option, must vacate its currently occupied hex by retreating two hexes to its rear in the immediate direction of friendly lines and/or designated Brigade Officer.

    5. The two hex "zone" of vacated hexes - by the retreating skirmisher units - may not be re-occupied by other defending units.  The intent here is to permit the original phasing player's units to voluntarily occupy the hexes vacated by the retreating skirmisher unit.

    6. A Dismounted Skirmisher unit may not exercise the RBM option if targeted for melee through one of its rear hexes.

    7. A Dismounted Skirmisher unit may not exercise the RBM option if it must "retreat" into an enemy ZOC.

    8. If a Dismounted Skirmisher cannot fulfill its 2-hex retreat requirement as outlined in "d" above for any reason, it may not exercise the Retreat Before Melee.

    9. A Dismounted Skirmisher unit may not exercise the RBM option if it is in the ZOC of a (charging) Mounted Line cavalry unit.

    10. A "disrupted" Dismounted Skirmisher may not exercise the RBM option.

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V. Mounted Cavalry Qualifiers

                                                                      "Wilder's rapid-firing horseback infantry" 6

                                                                                 Tullahoma Campaign, June 27 1863     

While CSA cavalry were typically trained to perform as "raiders and chargers", USA cavalry troopers, like Col. John T. Wilder's "Lightning Brigade," proved especially valuable as hard-riding foot soldiers -- already dubbed 'The Lightning Brigade' as a result of their rapid seizure of Hoover's Gap on the opening day of the campaign. 6

Note:  House Rule qualifiers may be inserted, specific to your current OOB, disqualifying such units --  by examples, Wilder's mounted "foot soldiers," provost [horseback] guards, etc. -- from initiating a "Mounted Line" (melee) charge.


A. Mounted Reconnaissance Formation

Mounted cavalry were the 'eyes and ears' of the army, and, yet if historically employed for the purpose of forward reconnaissance, they invite self-immolation under Mr. Tiller's crippling (paralyzing) phase/turn-based 'rules of engagement'.

Suggestion:  It is recommended that the Mounted Reconnaissance option be used within the context of Mr. Tiller's phase-based game -- i.e. check only the "Manual Defensive Fire" set-up option prior to play.  Even so, "Mounted Reconnaissance" may prove worthy of review and inclusion in a turn-based game.  

The bivouac also recommends selecting Mr. Tiller's recent Mounted Cavalry Skirmisher game setup option addition as per Appendix ii.


General Rule:  Mounted Reconnaissance formation is defined as a cavalry unit in "column" formation, which executes and ends all movement during the initial Mounted Reconnaissance Movement (MRM) phase in a previously unspotted enemy unit's LOS.

However, a mounted cavalry unit that ends its movement during the MRM phase in the direct LOS of a previously unspotted enemy unit -- but beyond the ranged fire of enemy guns / small-arms -- shall fail to qualify as "mounted reconnaissance" and is treated as normal mounted cavalry.


10-13-07 Addition -- Mounted Cavalry Skirmishers (Optional)

Players employing the Mounted Skirmisher option shall recognize that revealed '?' enemy locations constitute a spotted unit.  Thus a mounted cavalry unit that ends movement within two (2) hexes of a spotted enemy unit fails to qualify as a cavalry unit engaging in
Mounted Reconnaissance," hence, is treated as per normal cavalry rules.

  1. The Mounted Reconnaissance Movement Phase.


    1. All Mounted Reconnaissance movement is conducted prior to the normal friendly movement phase -- in effect, this shall dictate a new turn-phase addition:  The Mounted Reconnaissance Movement (MRM) phase.

    2. During the MRM phase, each player voluntarily plots one or more eligible (please, see "Eligibility Qualifiers" below) cavalry units for "mounted reconnaissance" service.

      Example:   a)  At the beginning of the 8:20 a.m. turn, during the initial MRM phase -- i.e. prior to all normal friendly movement -- the phasing player voluntarily deploys "mounted reconnaissance" unit(s) for the purpose of intelligence-gathering.  b) At the end of the MRM phase, any enemy units that become visible ("spotted") as a result of mounted cavalry movement plots, during the preceding MRM phase, shall define such cavalry as "mounted reconnaissance," therefore, requiring additional treatment as outlined below (please, see "2" and "3" below).

    3. Mounted Reconnaissance may not be deployed during dawn, dusk, or night turns.
       
    4. Mounted Reconnaissance may never be fired upon during the enemy offensive or defensive fire phase.

      Explanation:  The intent here is to minimize pointless cavalry losses to units assigned reconnaissance duty.  Scouts would indeed suffer the occasional loss, but a cavalry officer would never be forced to expose his entire mounted squadron or regiment to self-immolation by enemy fire as a result of serving in the modest capacity of intelligence gathering.  In other words, not just one or two valuable scouts, but an entire mounted formation can be caught upon exposed, open ground, frozen in phase/turn-based time, hence, unable to withdraw until suffering at least one defensive and (followed by) one enemy offensive fire round.  Mr. Tiller's generic "Mounted Skirmisher" addition helps considerably, but is still unable to address exposure to mounted scouts caught in a phase-based paralysis beyond the two hex range.

    Note:   If playing with the "auto-def" fire routine enabled, and if perchance the routine fails to execute its "auto-def" fire, the mounted reconnaissance unit will, in effect, get away without so much as a scrape - via mandatory withdrawal in its following movement phase.  Life -- and cheating death -- is always 'fair' game.  Se la vie.

  2. Exit Strategy Phase
  3. :  In the following enemy movement phase, a clear path for the "mounted reconnaissance" withdrawal will be provided and maintained for the duration of the enemy movement phase, thereby permitting the mandatory withdrawal of the tagged "mounted reconnaissance" unit (as determined by previous MRM-Phase assignments) in the next normal friendly movement phase.

  4. Mandatory Withdrawal Phase
  5. :  In the next normal friendly movement phase, the "mounted reconnaissance" unit(s) as heretofore defined is required to expend at least one-half of its initial mp's by essentially withdrawing post haste to the rear and in the immediate direction of nearest friendly lines of communication.  Upon meeting this requirement, the cavalry unit may continue to move / change formation, etc., as per the normal movement phase.

Eligibility Qualifiers

(i)  Mounted cavalry that move during the normal friendly movement phase -- i.e., after all Mounted Reconnaissance Movement has been completed and the normal movement is underway -- are treated as normal cavalry in column and/ or "mounted line" formation (please, see V.B. below); to be sure, they no longer qualify as "mounted reconnaissance".

(ii)  "Disrupted" cavalry may not conduct "mounted reconnaissance" operations .

(iii)  Leaders may not assume "mounted reconnaissance" duty although may still provide intelligence-gathering, during the normal movement phase.

(iv)  Mounted Reconnaissance units may not initiate melee.

(v)  Of course, any eligible (see "iv" exception above) enemy unit that enters an unspotted mounted cavalry unit's ZOC may conduct fire / melee combat as per normal play (because only mounted cavalry that are ordered to move in their own friendly Mounted Reconnaissance Movement Phase shall qualify as "mounted reconnaissance").


Notes:

Observation:  "Mounted Skirmisher" (Reconnaissance) formation increases unit survivability, contesting the senseless, a-historical slaughter of mounted troopers, who are fixed in place, during the enemy defensive / offensive fire and melee phases, apparently lacking a sure sense of urgency to withdraw upon initial sighting / contact with the enemy. 

Suggestion:   Scott Hamilton's aged (but venerable) phase-based Aide-de-Camp II shows a workable solution:  a movement-triggered LOS (Line-of-Sight) refresh routine. --see Appendix iii - "Show Don't Tell" Wish List - 'Real-Time' Spotting Routine (scroll down about 1/3).

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B. Mounted Line (Melee) Formation (Advanced) --source:  Rebel Sabers ©1988            

             Col. J. Kilpatrick's cavalry, in line formation, charges rebel battery.

                                                                                 Richmond vicinity, May 3, 1863 12

General Rule:  Only cavalry in Mounted Line formation may initiate melee -- but see exceptions III.B. 4. a. (Miscellaneous Melee Qualifiers)


  1. Mounted Line (Melee) Eligibility
  2. Mounted Line formation is defined as a cavalry unit in column formation with the additional qualifiers and critical restrictions below:

    1. USA Cavalry must be "in command" to be eligible to form a Mounted Line.

    2. CSA Cavalry need not be "in command" in order to execute a Mounted Line formation.

    3. (Optional) A cavalry unit in column formation intending to melee is required to expend -- manually calculated -- an additional 4 MP's at the beginning of the movement phase, thereby executing a change to Mounted Line formation.

    4. A charging Mounted Line unit is required to manually calculate all MP terrain costs in each hex at the off-road movement rate.

    5. A Mounted Line unit that needs to use / benefit from the road movement rate at any time during its movement phase - with the exception of a bridge or ford hex - is immediately disqualified, hence, ineligible to initiate a mounted charge / melee in the same turn.

      Example:   A cavalry unit, beginning its movement phase with 24 MP's, may move up to a total of 12 clear terrain hexes (i.e., expending 2 MP's per hex) in order to remain eligible to charge/melee in the same turn -- please, review V.B. #2. below for further qualifiers/restrictions. 


    Reminder:  All charge / melee movement per hex is calculated -- manually -- at the off-road terrain movement rate in order to retain melee eligibility in the same turn.


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                                                                  An idealized 'last hurrah'!

               Maj. Gen. J.E.B. Stuart --Yellow Tavern, May 11, 1864


  3. Mounted Line (Melee) Restrictions -- source:  GBACW™ Basic Rules ©1990
    1. The Charge Path:   The last three hexes - but not including the target hex itself (or less, if the charging unit begins its movement phase closer) of the attacking cavalry movement is called the Charge Path.   While in the Charge Path, the charging unit may not change facing - it may, of course, have moved more than a total of three hexes in its movement phase, but it may not change facing once it enters the last three hexes - i.e., the Charge Path - excluding the target hex itself. 

      The Charge Path may not include any terrain which would cost more than 2 MP's to enter - crossing stream(s), however, is allowed.

    2. Mounted Line may only charge / melee an enemy it can actually see -- i.e., in its direct LOS -- at the beginning of the movement phase.

    3. A leader unit that elects to accompany a Mounted Line unit in melee must also begin the movement phase with a direct LOS of the same enemy target hex.  He may, however, join the melee at any portion of his movement phase.

    4. Mounted Line may not move through -- or stack with -- infantry units in column / line formation.

    5. Mounted Line may, however, move through (although never stack with) units in skirmisher formation.

    6. Mounted Line may move through and/or stack with mounted line units of the same brigade, during charge movement.

    7. Mounted Line may not stack with units from a different brigade.

    8. Mounted Line may only participate in a coordinated [multiple-hex] melee (see III A.2.) with line infantry if accompanied by (stacked with) his brigade officer or superior cavalry commander.

    9. The hexes between the charging unit and its target may include any type of hex / hex-side, except the following:

      • Woods
      • trees
      • orchard hexes
      • more than one uphill change of elevation
      • steep slope / cliffs (doh!)
      • creeks (doh!)
      • rivers (doh!)
      • a hex containing friendly combat units / wagons
      • breastwork(s) -- other than within the target hex
      • town hexes (doh!)

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VI.  Combat "Friction"

Phase-based qualifying essentials to the "manual defensive fire" setup option

A.  The Pin

General Rule:  A combat unit that conducts a voluntary withdrawal from an enemy zone-of-control hex has its MP allowance halved.   The friction exhibited by hostile adjacent enemy ZOC's defines the tactical pin.

  1. A pinned combat unit - regardless of current troop status (i.e., normal /disrupted) - may never incur a loss of more than one-half its normal MP allowance for a given turn.

    Examples:  

    • A pinned infantry line, column, or dismounted cavalry unit will suffer a 6 MP penalty as per General Rule above.  The pin leaves the unit with a maximum 6 Movement Point allowance at the start of its movement phase - i.e., 12 mp's (normal) divided by 2 (the pin penalty) = 6 mp's.

    • As per Mr. Tiller's game setup option, disrupted line / column infantry, and dismounted cavalry units automatically have their mp allowance reduced from 12 mp's to 9 mp's (not 6 mp's as in all prior editions) at the start of their movement phase. 

      A simultaneously Disrupted and Pinned unit therefore may lose only Three additional Movement Points, again leaving it with a 6 Mp allowance at the start of  its movement phase - as per General Rule above which holds that a pinned unit may never undergo the loss of more than one-half its normal MP allowance -- not a whit more or less! -- in any given turn.

  2. A combat unit that elects to change formation within an enemy ZOC -- i.e. from line to column, unlimbered to limbered, etc., may not move in the same turn.

  3. Stacking Order (please, review I.B.) within a pinned hex remains a significant tactical consideration, however.

    Thus a unit or stack of units in a hex may shield any unit stacked beneath, allowing the covered unit to change formation and/or withdraw from the hex without incurring the MP penalty normally inflicted by the pin.

    Example:   An unlimbered gun that limbers under the cover of a infantry unit in line ignores the enemy pin.

  4. Exceptions:
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B.  Field-of-Fire Influence

General Rule: A unit's Field-of-Fire (FoF) front extends outward two hexes from its pre-defined 3 hex-side ZOC front.   There is no movement point penalty cost to enter an enemy unit's FoF front. 

  1. A unit that maneuvers parallel to an enemy unit's "2" hex FoF front, however, expends an additional "2" MP's for each additional FoF hex it enters.   

    Examples:

    • It costs an infantry unit in clear terrain 4 MP's p/hex -- instead of the usual 2 MP's -- to move across (parallel to) an enemy combat unit's FoF front.

    • It costs a column infantry unit, moving at the road column movement rate, 3 MP's p/hex -- instead of 1 MP -- to move across an enemy combat unit's FoF front.

  2. A combat unit that changes formation within an enemy FoF expends an additional "2" MP's.

  3. A combat unit's FoF is ignored if one or more of its own ZOC hexes is occupied by an enemy unit.

  4. There is no MP penalty for a unit moving through an enemy unit's FoF in order to move directly into or away from an enemy's ZOC.

  5. Exceptions - The following units lack FoF Influence:
     

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VII.  Turn-based Qualifiers (Optional)

   A multi-legged pair of tactical mods to the "automated-defensive fire" turn-based game.*

                                                         "Pontoons" . . . Confederate-style

   shoeless infantry from Ewell's II Corps wade north to Pennsylvania. 5 


*   While having the appearance of an oxymoron, (1)  un-check "Manual" Defensive Fire while checking "Automated" Defensive  Fire setup options OR (2) un-check both "Manual" and "Automated" Defensive Fire setup options to create a "turn-based" game.   (If these setup instructions make sense to you, there may be a job for you in Pentagon Sales and Promotions, calling for some darkside-of-the-moon-based Star Wars Missile Defense program, targeting rampant gravity-defying jhadists, fence-walking fruit-pickers, and rehabbing teen pop stars.)


Update (5-4-08):  "Optional Melee Resolution"

Kudos! for Mr. Tiller's recent "Optional Melee Resolution" game setup option addition, which borrows at below wholesale prices (i.e., at no cost and no credit to no one ;-)) from section "VII. B." below.


The following qualifiers serve to restore a perceived imbalance to Mr. Tiller's original phase-based design while still permitting accelerated game play speed -- if speed-of-play is a priority.

  1. Change-of-Formation Restrictions (Optional)

    1. Infantry and cavalry may only change formation at the beginning of the movement phase.

    2. Artillery may change formation at any time during the movement phase.

  2. A unit may only initiate offensive melee after all defensive / offensive fire combat has been completed.

  3. Players may opt to use the following pair of qualifiers in lieu of (A) above. (Optional) -- source: Gleam of Bayonets ©1983, GBACW Standard Rules / Rebel Sabres ©1986 

    1. Infantry and artillery units may change formation at any time during a Friendly Movement Phase.

    2. Cavalry units may only mount / dismount at the end of a Friendly Movement Phase.  In other words, once a cavalry unit mounts/dismounts, it may move no further in the same turn.

      Note:  A Cavalry unit may both dismount and form skirmishers during the movement phase -- however, as per '2' above, it may move no further in the same turn.

  4. Players may opt out of both (A) and (C) above and agree to mutually abide by the following unqualified stipulation, as per Mr. Tiller's turn-based routine: 
    All units may change formation at any time during the Friendly Movement Phase.

Reminder:  Commanders must keep in mind a unit's In Command / Out-of-Command status when determining if it may change formation / initiate melee.

Observation:    While the standard (unmodified) "turn-based" game rather dramatically accelerates pbem exchanges, House Rule consensus holds that this increase is at the expense of undermining Mr. Tiller's 'original' phase-based design complements.

As an option to weigh, however, the standard turn-based game nonetheless remains viable, if only because the "blitzkrieg" turn-based style of play can, still, prove a-historically-skewered "fun" for those less concerned with complementary / consistent game design.

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VIII. Artillery Capture -- V. 2.

   If enemy guns can be captured, recapture too must be an option.


      CSA Gen. Manigault captures four 20-lbr Parrotts, Atlanta, July 1864

    ". . . In less than 30 minutes, the Federals had closed the gap and restored XV Corps's original lines, recovering eight of the 10 lost artillery pieces . . . [and] recaptured DeGross' [4] 20-pounder parrotts and turned them on the Confederates." 13


Update:  Shiloh 1.03c  includes a "captured" artillery patch in progress.   Section XIII Artillery Capture house rules remain archived herein as original source reference material.

This house rule essentially acknowledges a missing time element that it demonstrably takes to successfully spike and/or remove captured ordnance from a live battlefield situation.  Heavy ordnance simply don't 'up and away' without a trace as Mr. Tiller's model rather hastily suggests.


General Rule:  A unit may not melee unlimbered enemy guns on the same turn it enters a hex adjacent to an artillery unit.  It may, however, elect to melee the gun(s) on any subsequent turn without qualification, so long as the unit does not move.

If an eligible melee unit moves away from the enemy gun hex for whatever reason, it must re-qualify for melee all over again as per the General Rule.

Note:  Under Richard Berg's GBACW rules, artillery guns have a separate, complementary crew unit assigned to a specified section/battery. Under Berg's rules, for an unlimbered gun to be successfully captured, a unit must successfully melee the gun unit hex AND then remain in the gun hex for two consecutive turns before the gun(s) may be removed from the map with appropriate victory points assessed.

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IX. Wagons (Optional)                                                                                       

   "Guards of a Union supply train try to beat back an attack by Confederate cavalrymen,
   visible under the trees . . . Rosecrans relied on infantry to protect his supply wagons."
 3


General rule:  Wagons may not be advanced to occupy front line hexes - no ands, ifs, or muskets.

This House Rule targets an observed abuse and/or misuse of supply wagon(s), whereby one or more are intentionally deployed to the front as sacrificial fodder if only to retard an anticipated, or otherwise immediate breach in one's line. 

Note:  Allowing an advancing attacker to automatically "overrun" front-line wagon 'abatis' would "fix their wagons" so to speak, yes?  But, until then - whereby Mr. Tiller makes the automatic overrun happen, we favor use of the current house rule restriction on wagons being deployed as 'mobile impedimenta'.

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X. Breastworks -- source:  River of Death ©1999

Major, my men have sometimes failed to take a position, but to defend one, never! --Stonewall Jackson, 1862

General Rule:  Breastworks may only be constructed in a hex that is within three hexes of a . . .

    1. woods hex
    2. orchard hex
    3. town hex
    4. any hex occupied by a building / house.

Breastworks may not, however, be constructed in a town or marsh hex.

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XI. Surrender! (Optional)

        Wounded confederates surrender

     Crampton's Gap, September 14, 1862 2


General Rule:  Providing the enemy with surrender terms is strictly optional. 

  1. An isolated, surrounded, or other unit finding itself in a hopeless situation may raise a white flag, rag, or what-have-you, requesting "surrender terms" via email courier. 

  2. Surrender terms - if entertained - will provide for as expeditious a route as practicable to a unit's rear map edge hex - a hex considered to be out of play (safe) for the remainder of the battle.  The route taken may be determined by the player dictating terms. (a)

  3. In all cases, the surrendering unit

    1. may never end its movement phase on a road hex.(b)

    2. may never end the movement phase with its facing exerting a ZOC over any road hex (c)

    3. must end the movement phase with its rear facing to the enemy.(d)

    4. shall strive to expend all MP's, until it reaches the rear edge of the map (behind friendly lines w/facing directed towards the map edge) where it shall remain under lock and key - i.e. "fixed" in place - for the remainder of the battle.

    5. may not participate in combat or other activity of any kind (i.e. as in occupying a victory hex, employed for spotting / semaphore duty, etc.) for the remainder of the battle.

    6. may never be attacked for the duration of the battle, lest dishonor fall upon he who originally granted the otherwise magnanimous surrender terms.

Notes:

a)  Requiring a surrendered unit to return to its own rear prevents the unit from unwittingly serving as a spotter and/or proving a hindrance or impediment of any kind to enemy movement, battle intentions, etc..

b)   A surrendering unit must not be allowed to block enemy / friendly road movement.

c)  A surrendering unit's ZOC that faces away from the enemy is less likely to impede enemy intentions.

Concluding Observation

While no surrender VP's are gained (or lost) by either side, the player dictating surrender terms nonetheless has the satisfaction of knowing that the surrendering unit is knocked out of action for the duration of the battle, while at the same time enjoying a civil measure of good karma by sparing the lives of countless virtual troopers' to otherwise arbitrary, wholesale slaughter - possibly the result of pursuing sometimes questionably (dishonorably) gained "VP's".

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XII.  Skirmishers         

              "Snipers were simply skirmishers who could shoot straight" 18

Skirmish Fire was the alternative to a stand-up firefight between two formed lines at close range.  In skirmish fire a relatively small number of troops (one or two companies per regiment) would fan out and take cover individually at a safely long range from the enemy.  They would keep up a harassing fire, but not attempt to attack . . . The skirmishers would be very difficult for the enemy to hit, yet their fire would be a considerable nuisance even if it did not actually strike many men.

Skirmishing of this type could be used to keep the enemy in play while a major attack was being assembled, or to screen a move to flank or rear.  In the offensive, skirmishers could probe forward to find weak points in the enemy's line.  At the end of combat the skirmish screen turned into the army's line of infantry pickets for routine security . . . . --Paddy Griffith 18

A.  Skirmish Formation -- source:  GBACW™ Basic Rules ©1990


'Skirmish' is a formation used to screen densely-packed units behind the skirmish line, or to defend an extended position not in danger of immediate assault. --R. Berg

Important:   Treat Mr. Tiller's "Mounted Skirmishers" game play option as per normal game play rules.

Mr. Tiller's latest "Mounted Skirmisher" pile-on creation describes a ubiquitous "one-size-fits-all" tactical abstraction which thinks to serve in a Quantum Mechanics universe wherein (1) a mounted road column formation  (2) a mounted melee formation (3) and an 'auto' "mounted skirmisher" formation are all tactically represented by the same, identical formation qualifier.   

The bivouac would prefer to see Mr. Tiller differentiate (i.e., show the differences / distinguish between) column, line, and skirmish formation models.


General Rule:   Line Infantry and Dismounted Cavalry units, numbering 100 men or less - by default - are hereafter defined and treated as units in permanent "Skirmish" Formation - units in column / mounted formation, however, are treated as per normal game play.
  1. A unit of 100 SP's or less may form Skirmishers (i.e., change to line / dismounted formation, thereby forming skirmishers as per "General Rule" above) at any time during the movement phase.

  2. Dismounted & Sharpshooter (SS) Skirmishers (Optional)

    Players may agree to permit all dismounted cavalry and all USA / CSA sharpshooter units in line formation to automatically qualify as units in permanent Skirmish formation - as defined herein Section XII - whether or not they have actually changed into Mr. Tiller's otherwise crippling, "maneuver-challenged" recon-abstraction model.

Examples:

The following sample of undersized units are defined and treated as units in permanent Skirmish Formation:


Review:

  1. A Line / Dismounted unit, numbering 100 men or less, is by definition treated as a unit in permanent skirmisher formation as per Section XII herein.

  2. A Line / Dismounted cavalry unit - numbering 100 men or less - that changes to column / mounted formation conducts all movement and combat as per normal game (i.e., "Tiller-rules") play.

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B.  Stacking / Movement


General Rule:  A unit in Skirmish formation may not stack with another combat unit.

  1. A unit loses "Skirmish" formation status - as defined in "General Rule" (XII.A.) - whenever stacked in the same hex with another combat unit.

  2. A stack of skirmisher units, totaling more than 100 SP's, may stack as per normal game play, but as a consequence they lose their   Skirmish formation status as defined in XII.A. 1. .

  3. A unit in Skirmish formation may stack with a leader, wagon, or other non-combat unit without losing Skirmish Formation status.

  4. A unit in Skirmish formation exerts no "combat friction" on enemy movement - please, review The Pin (VI.A.) and Field-of-Fire (VI.B.).

  5. A unit in Skirmish formation likewise shall ignore enemy "combat friction" penalties - please, review The Pin (VI.A.) and Field-of-Fire (VI.B.).

  6. A friendly unit may freely pass through a hex containing a unit in Skirmish formation and vice versa.

  7. Mounted Line may freely pass through a hex containing a unit in Skirmish formation as per V.B.2._c.   in order to conduct a mounted melee charge.

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C.  Skirmish Command Range (SCR) --source:  GBACW™ Basic Rules ©199o

Thus if Skirmish Command Range is maintained, all skirmishers are considered In Command even though some may actually be out of their brigadier's Command Range.  In this fashion, an extended line of skirmishers can be maintained efficiently. --R. Berg

General Rule:   A unit in Skirmish formation has an SCR of 2 hexes that it may pass along to another unit in Skirmish formation of the same brigade - so long as one of the Skirmisher units also begins its movement phase within the CR (Command Range) of its designated Brigade Officer.


To Review:

Identical to normal combat unit command and control qualifiers, a Skirmish unit must be in command to . . .

  1. have full freedom of movement

  2. conduct offensive fire - but, see XII. D. below.

  3. remain eligible to conduct melee - but, see XII. E. below

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D.  Fire Qualifiers

. . . to provide for a low density / loose order defensive modifier benefit vs small arms fire for all qualifying line combat units in Skirmish Formation.


General Rule:  During the Offensive Fire Phase, a unit in Skirmish formation may only receive small-arms fire if fired upon by an enemy unit that has expended at least 1 MP.  In other words, a unit must either move and/or change its facing - thereby expending at least 1 MP - to be eligible to fire at an enemy skirmisher.

[Explanation:   By expending at least 1 MP, Mr. Tiller's code modifies offensive fire by a negative 50% modifier.   This shift shall serve units in loose order (Skirmish Formation) as an abstracted defensive benefit compromise - until such time as Mr. Tiller provides a favorable low-density modifier complement to his high-density game setup OPTION.   (How one might exist without the other is a mystery.)   Also, please, see Observation below.]


Reminder:   An infantry / dismounted cavalry unit in Line formation, numbering 100 men or less, is always defined and treated as a unit in permanent "Skirmish" formation as per XII. A. 1. .


Observation

In Mr. Tiller's game, a skirmisher unit has 100 sp's subtracted from its fire combat strength total during any friendly fire phase.  This is satisfactory.  However, that a targeted unit in skirmish formation receives no favorable defensive benefit given this identical loose-order formation is not. 

Recently, Mr. Tiller provided a negative high density modifier game play OPTION.   This is good; but, curiously it's also incomplete, because he leaves out the other half of the equation:  A favorable low density modifier .  

Why Mr. Tiller has not provided for a favorable skirmisher / small unit formation modifier as the essential complement to his high density model option remains a mystery.

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E.  Melee Qualifiers


General Rule:   A unit in Skirmish formation or line infantry / dismounted cavalry unit numbering 100 men or less as per XII.A.1. has a restricted melee capability.



  1. A unit in Skirmish formation may only initiate melee vs the following:

      • any unit in skirmish formation.
      • wagons
      • artillery
      • routed units
      • officers (dismounted)
      • through a unit's enfilade/rear hex-side

  2. Units of the same brigade may stack to combine SP's in order to conduct melee as per normal play so long as their sum total is greater than 100 SP's.

  3. unit that begins the movement phase within 2 hexes of a defending enemy unit in Skirmish formation may conduct offensive melee without qualification - so long as it meets its "in command" melee eligibility requirements as per Section III.

Reminder:   An infantry / dismounted cavalry unit in Line Formation, numbering 100 men or less, is always defined and treated as a unit in permanent "Skirmish" formation as per House Rule XII. A. 1. .


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F.  "Retreat Before Melee" (RBM) --source:  TSS ©1986 / GBACW™ Basic Rules ©199o

A Retreat Before Melee option provides a token survivability factor for any eligible unit in Skirmish Formation. 

Important:

  • All units in Skirmish formation - be sure to include those that qualify as per XII.A. 1 - may exercise option ' 1' below.
     

  • Only Dismounted Cavalry and Sharpshooter (SS) units may (optionally) exercise option '2' below; and this only assuming players prove agreeable to the more laborious procedure.

  1. RBM Eligibility Qualifiers

  2. General Rule:  Combat units in "Skirmish" Formation may exercise a "Retreat Before Melee" option, regardless of command status .

    1. A Skirmisher may not be melee 'd by the first enemy unit that enters its ZOC.
    2. Exception:  An enemy unit that begins the movement phase within 2 hexes of a Skirmisher unit may be ordered to melee (and conduct offensive fire) in the same turn without restriction or qualification.  

    3. Additional enemy unit(s) that enter a Skirmisher unit's ZOC in the same or following turn(s), may be ordered to initiate melee without further qualification.

    4. A Skirmisher may not exercise the RBM option if melee 'd through one of its rear hexes.

    5. A Skirmisher may not exercise the RBM option if "Isolated" and/or it would otherwise be forced to enter an enemy ZOC.

    6. A Skirmisher in a Mounted cavalry unit's ZOC may not exercise the RBM option.

    7. A "Disrupted" Skirmisher may not exercise the RBM option.

    Note:

    • Also, see Dismounted Cavalry wooded terrain Exception:  IV.C._1.c_X.

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  3. (Optional) Dismounted / SS Routine
  4. A "Retreat Before Melee" option in the spirit of Berg's original boardgame design, which targets the "hack-slash-run" tactic of Dismounted Cavalry and SharpShooter units in Skirmish Formation whose aim is to live to fight another day.  


    General Rule:   Cavalry and Sharpshooter (SS) units in "Skirmish" Formation - please, review XII.A._1. & XII.A. 2. (Optional) - that have been targeted for melee may exercise the Retreat Before Melee option herein.


    Routine Checklist

      Note:  Obviously, steps 'a' & 'b' as outlined below will oblige additional delays upon the natural flow of the game.   These delays alone should discourage all but the grumpiest among us. 

    1. The Phasing Player sends an email courier to the opposing enemy's HQ, indicating the Skirmisher unit(s) that have been targeted for hand-to-hand butchery, er . . . . melee, during the current turn.  check.

    2. The Non-phasing Player shall immediately reply via email courier to his HQ counterpart which of the targeted Skirmisher unit(s) - if any - shall voluntarily exercise their Retreat Before Melee option.  check.

    3. Skirmisher units of the Non-phasing Player that have opted to exercise the RBM option - may not be melee 'd by the Phasing Player in the current melee phase.

    4. At the beginning of the Non-phasing Player's following movement turn, each heretofore tagged RBM Skirmisher unit must vacate its currently occupied hex by retreating two hexes to its rear and in the immediate direction of friendly lines and/or designated Brigade Officer.

    5. The two hex "zone" of vacated hexes - by the retreating skirmisher units - may not be re-occupied by any defending units.  The intent here is to permit the original phasing player's units to voluntarily occupy the hexes vacated (in simulated 'real-time') by the retreating skirmisher unit.

    6. A Skirmisher unit may not exercise the RBM option if targeted for melee through one of its rear hexes.

    7. A Skirmisher unit may not exercise the RBM option if it must "retreat" into an enemy ZOC.

    8. If a Skirmisher cannot fulfill its 2-hex retreat requirement as outlined in "d" above for any reason, it may not exercise the RBM.

    9. A Skirmisher unit may not exercise the RBM option if it is in the ZOC of a Mounted cavalry unit.

    10. A Disrupted Skirmisher may not exercise the RBM option.

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Section XII (Skirmisher) Notes

The three major problems with Mr. Tiller's "skirmish" formation model:

  1. Units assigned skirmisher duty suffer from a crippling loss of mobility - for a loose "skirmish" formation, they historically proved more adept - not less! - at maneuvering among thickets, woods, rough terrain, etc. (vs their normal line formation counterparts).  Quite the opposite under Mr. Tiller's routine. 

  2. Units assigned skirmisher duty are too easily engaged in involuntary melee combat - something a skirmisher was doubtless 'skittish' to invite, eh?

  3. Small units - 100 men or less - fail to qualify as "skirmishers" under Mr. Tiller's routine.  According to such reverse-logic, the following detachments within his Gettysburg Campaign OOB, to wit.,
     
    • Col. Devin's "detached" 9th NY (100 men), 6th NY (100 men), L-6h NY (35 men), 17th PA (100 men), A&C 3rd West VA (59 men)

    • Col. Gamble's "detached" 8th NY (100 men), 8th Ill (100 men), and 3rd Ind (100 men)

. . . are disqualified from forming skirmishers.  This is just sad.


Observation -  see Appendix iii "Show Don't Tell Wish List":

Without (1) improved "skirmisher" mobility -- especially for woods / rough terrain movement, etc., and (2) improved skirmisher survivability by (as follows) . . .

  1. providing skirmishers a favorable "density-modifier" die-roll shift vs fire combat.

  2. a viable "Retreat Before Melee" option which shall permit eligible skirmisher units to retreat (refuse) melee combat.

. . . Mr. Tiller's "skirmisher" currently performs a 2 hex "reconnaissance" function, but fails to effectively "skirmish" in order to live to see another sunrise.

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XIII.  Formation Combat Effectiveness (Advanced)

The effectiveness of commands to continue to fight is dependent on how much of a beating their component units have taken.   -- Richard Berg (GBACW ©1999)

ACW House Rule Essentials™ require manual oversight for all brigade/division Combat Efficiency (CE) limits.   A calculator will serve the vigilant commander, who sees to 'predict' (anticipate) ahead of the fact, applicable brigade/division CE limits. 

Formations, suffering CE loss, may be placed in Reserve Status (see Section I.F.)  in order to restore a brigade/division's operational status with one further qualification (see XIII.C. below).


A.  Brigade Combat Effectiveness (BCE)

Brigade Combat Effectiveness (BCE) is a measurement of the overall morale of each brigade. --R. Berg (Rebel Sabers ©1986)



General Rule:  A Brigade becomes Combat Ineffective when either of the following thresholds are met:

  1. a Brigade suffers more than 50% casualties in men (SP's).

  2. more than 1/2 of a Brigades' Regiments suffer more than 50% casualties in men (SP's)



  1. Effects of BCE Loss on Infantry / Cavalry

    Note:  BCE effects begin at the end of the phase in which a Brigade reaches its CE limit.

    1. No unit in a brigade that has reached its BCE limit may initiate melee and/or charge.
    2. No unit in a brigade that has reached its BCE limit may move adjacent to any un-routed enemy combat unit - exceptions:  wagons and abandoned guns.
    3. Brigades always defend as per normal play.

  2. Effects of "Leadership Value" Rating on BCE Limits

    1. A & B Brigade officers have their BCE limits raised to 75% casualties in men (SP's).
    2. C & D Brigade officers are treated as per normal house rules play.
    3. E & F Brigade officers have their BCE limits lowered to 25% casualties in men (SP's).

Exception: The Iron Brigade (USA) may defy / ignore BCE limits . . . always inviting wholesale immolation to surrender?

B.  Division Combat Effectiveness (DCE)



General Rule:  A Division becomes Combat Ineffective when either of the following thresholds are met:

  1. a Division suffers more than 50% casualties (SP's).

  2. more than 1/2 of a Divisions' Brigades suffer more than 50% casualties (SP's).



  1. Effects of DCE loss on Divisional commands

    Note:  DCE effects begin at the end of the phase in which a Division reaches its CE limit.

    1. No unit in a Division that has reached its DCE limit may initiate melee and/or charge.
    2. No unit in a Division that has reached its DCE limit may move adjacent to any un-routed enemy combat unit - exceptions:  wagons and abandoned guns.
    3. Divisions always defend as per normal play.

  2. Effects of "Leadership Value" Ratings on DCE Limits.

    1. A & B Divisional leaders have their initial BCE limits raised to 75% casualties (SP's).
    2. C & D Division's are treated as per normal house rules play.
    3. E & F Division leaders have their BCE limits lowered to 25% casualties (SP's).

C.  Combat Efficiency Recovery (Optional)


General Rule:  A Brigade / Division may recover from CE loss by being placed in reserve  for an uninterrupted period of not less than 1 day / 24 hours (Please, see section I.F - "Reserve Status").

  1. Brigade / division that meets the general rule requirement as per above, is returned to 'fully operational' status with the following caveat:

    1. A &B (leadership quality) CE limit = 25% casualties.
    2. C & D (leadership quality) CE limit = 20% casualties.
    3. E & F (leadership quality) CE limit = 10% casualties.

  2. A formation that suffers CE loss for a second time, may not recover from the effects of CE loss for the remainder of the battle.
  3. Examples:

    • Brig. General Cutler ("B" leadership quality rating) is ordered to place his division in Reserve Status on July 1 at 6:20 p.m.  His brigade performs no actions for a continuous period of 24 hours, hence, is restored to operational status at 6:20 p.m. of July 2.   His current CE limit is reduced from 75% to 25%.

    • Gen. Heth's division ("B" leadership quality rating) is placed in reserve behind Herr Ridge at the end of day 1 near the crossroads of Gettysburg.   On the morning of day 3 (July 3rd) his division is determined to be 'fully operational' by Robert E. Lee, which plausibly helps serve to explain the coming carnage in the afternoon.  

      However, because Heth's replacement is Brig. Gen. Pettigrew, his brigades' CE Recovery Limit has been further reduced to 20% (as opposed to 25%, assuming Heth was still in command) to account for Pettigrew's reduced "C" Leadership Quality Rating.

    • Maj. Gen. Love (USA, "E" leadership quality rating) holds onto Paducah by the skin of his chin-ny chin chin, but three out of his five regiments of the 7th Brigade ("Ind. Legion") suffer more than 50% casualties in men (SP's).  As a result, Gen. Love reluctantly places his entire brigade in Reserve Status at 3 p.m. on November 24.   His regiments enjoy fatigue point recovery - while in reserve - and recovers from his CE losses by 3 p.m. of November 25th.   Adding insult to injury, Gen. Love's new CE Limit is reduced to an all time low of 10%.  His brigade's key to survival, may just possibly involve avoiding combat altogether for the duration of the battle?


Notes:

  • Under Berg's routine, each Brigade / Division is assigned a Combat Effectiveness (CE) limit.   
  • A brigade / division CE may be reduced by casualties, ammo depletion, leader loss, etc..
  • Once a brigade / division reaches its CE limit, it suffers debilitating qualifiers (i.e., -1 to morale checks, diminished initiative, etc.).
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    XIV. Scenario OOB Mods (Advanced)

    A.  1st Manassas / Bull Run - July 21, 1861

    View a full-scaled, richly detailed, if, perhaps, not entirely accurate account of the battle here:   Battle of First Bull Run --by Ted Ballard-- with hour-to-hour map updates.

    "None of the leaders at 1st Manassas had experience commanding large bodies of troops; most of them were used to leading regiments or companies.  Consequently, many brigades were committed piecemeal; i.e., one regiment at a time.  This proved to be a disaster, and was probably the one single telling point in the Union failure."  --- First Blood - The First (& Second) Battle of Manassas ©1989 --Richard Berg

    General Rule:   "There are NO division-level actions at 1st Manassas.   The largest unit that can perform an action is a brigade." --Richard Berg, First Blood-The 1st & 2nd Battles of Manassas ©1989

    Note:  See Col. Samuel P. Heintzelman's Official Report for a revealing account of his "regimental" approach to command of the 3rd Division at Bull Run on July 21, 1861.

    1. All Union Division leaders shall be removed from play - i.e. physically removed (edited) from the map. Or see #2 below for an alternative option.

      "The command check is made relative to the commanders present on the map at the time of the check. So if you remove a commander at a particular level, then the command check will be made for his subordinates relative to any superior commanders present at the time."  --John Tiller, 7-13-08
      Note:  By removing the Union division level commanders from the map, all U.S.A. brigades are directly subordinate to McDowell's 12-hex command range "in command" qualifiers - thus leveling the playing field between the joint CSA command of Beauregard and Johnston  - both having a 6-hex command range over troops directly under their command - i.e., Johnston has direct command over Jackson, Bee, Bartow, and Bonham; while Beauregard has command over all remaining CSA brigades on the map.  Neither command overlaps.


    2. As an alternative option to "1" above, players may agree to keep all Union division leaders in play while "fixing" McDowell's HQ unit in its starting location.  In this way, Beauregard and Johnston (represented, incorrectly, in the OOB as 2 division level leader units - i.e. with 6-hex command range)  will be opposed by 3 a-historically engaged - because active - Union Division level commanders. 

      By fixing McDowell in place for the duration of play, however, at least the Union OOB will no longer provide a 3 to 2 "in command" bonus advantage for union troops.

    3. All artillery shall be broken down into their sections / pieces - this is mandatory until such time as Mr. Tiller allows us to stack and combine multiple sections and pieces into single integer battery FIRE attacks.

    4. Section II. A. brigade level command and control house rules are to be suspended for Col. Evans and Col. Cocke's two widely separated brigades at the start of play.  This suspension of house rules shall remain in effect until the 2 PM Turn, at which time, all regiments under their command must once again abide by all Section II. A. House Rules - just as all other units on the map.

    5. Scenario 103 -- A manual override to the 5-hex Unit "Release" routine that invites piecemeal disaster for Col. Cocke's brigade - assuming McDowell orders an all-out a-historical assault on Lewis, Balls, and Island Fords (which our game's default "historical" 1st Bull Run scenarios readily invite without qualification).

      1. Remove all "fixed" auto-release times. Record a saved-to-text copy of all "fixed" release times for each side. Release all brigades manually as per normal, specified times.

      2. If any unit assigned to the brigade is attacked or approached to within 5 hexes by an enemy unit, then all units within the brigade shall be released - by orders of the immediate brigade CO in charge!

    6. 1st Manassas Historical Deployment Scenario, v. 1.3 - To DownloadClick Here

      I Felt myself to be a horse who's ordered to gallop while still hitched to a post. --General Irvin McDowell

      Note:   Burnside (Hunter) reached Sudley Ford around 9:15 AM. The shift in deployment (from Scenario 103) complements this fact.   The following setup more or less commits the Union player to try and re-create McDowell's brilliant strategic opening flank maneuver.

      1. Push forward the "historical" battle start time to 9:00 AM.

      2. Shift Hunter's and Heintzelman's divisions forward (west) along the Sudley Ford trail by 4+ turns - placing Burnside's 2nd Rhode Island on hex 28, 13 and all other units trailing behind as per Scenario 103's setup. A barely perceptible change in troop "release" times more closely approximates Hunter's and Heintzelman's historical arrival times at Sudley Ford.

      3. "Tyler's 3 brigades (Schenk, Sherman, and Keyes), situated 600 yards (5 hexes) east of the Stone Bridge, begin the morning "fixed" until their release, beginning with the 10 AM turn (Sherman). As per McDowell's previous night's instructions, Tyler was instructed to stand ready to support the advance of Hunter and Heintzelman.

      4. Richardson's brigade (Tyler) begins the day "attached" to Col. Miles Division and was assigned to guard the Manassas-Centreville Road above Blackburn's Ford. Richardson also enjoys a small chance to be released, beginning with the 1 PM Turn.

      5. Longstreet - like Richardson - similarly has a small chance to be released, beginning with the 1 PM Turn.

      6. Montgomery's 1 NJ, 2 NJ Vol. brigade (BG Runyon) may arrive at 3:20 PM as per reinforcement schedule.

      7. Bonham and Jones, too, enjoy a small chance of being released, beginning with the 1 PM turn. 

      8. While Blenker and Davies (Miles division) similarly enjoy a small chance of being released, beginning with the 1 PM Turn. (The sole intent here is to insure a measure of "battlefield doubt" for both USA and CSA troops that never actually engaged in battle on July 21.    So, anything should be possible if not highly probable?)

        Both BG Johnston and BG Beauregard begin play "Fixed" with 100% odds to release at the 11 AM Turn.

        BG McDowell begins play "fixed" with 100% odds to release on the 11 AM Turn.  This strives to maintain play balance (with Johnston's and Beauregard's release), while also attempting to simulate the army general's own trials and tribulations early in the day to maintain army level command and control over his green / inexperienced subordinate officer command).

      9. VP Objectives have been added to the map to invite a more historical path without demanding a precise a chain-of-events.

      10. Victory conditions have been shifted to reflect the added Union VP objectives.

    Notes:

    USA

    i. 4th Michigan (Wilcox) is removed from play, because his regiment "... was detached for rear-guard duty at Fairfax. Several games have this unit popping up at a wild variety of locations and times. The Official Records indicate that it never left Fairfax and was not involved in the battle" --R. Berg.

    ii. Richardson's brigade (Tyler) begins "attached" to Col Miles division and assigned a defensive position along the Manassas-Centreville Road near the Butler house. 

    iii. Montgomery's brigade (BG Runyon) may arrive as reinforcements late in the day.

    iv. Because the program's "In Command" Division leader bonus is only available to the Union side, this a-historically  / inaccurately skewers play in favor of the Union player by a 3:2 "in command" bonus ratio advantage.

    Given the chain-of-command protocol, we provide two possible options to correct this imbalance - please, see # 1 and #2 above.   In all cases, however, these decisions have been left up to each team of players to determine as they historically or a-historically see fit.

    v. Howard's brigade (Heintzelman) is strongly encouraged to continue along the Sudley Ford path of his Division as per the historical march, but again this decision is left up to each team of players to determine.

    CSA

    i. Jones' brigade was the only confederate force that pushed across Bull Run as per Beauregard's confusing (!) , ever-changing early morning instructions.   (Ewell and Holmes never knew exactly what was expected of them so remained "in reserve".)

    ii. 9 GA (Bartow) never arrived on the Manassas battlefield - having been left behind in the Shenandoah, hence, has been removed from the map.

    iii. Bee's 6th NC should arrive near the battlefield just after 12 Noon as per reinforcement schedule.

    iv. Roger's battery, assigned to Col. Cocke's brigade included Heaton's section - which is represented by one of Roger's three sections. Davidson's section (Latham's Arty - Cocke) has been deployed north of Evans position near the Carter Mansion as per Berg's OOB.

    v. 1st VA "Unattached" is Col. J.E.B. Stuart (but unidentified in the game.)

    vi. BG E.K. Smith's senior Colonel Arnold Elzy was returned to the officer replacement pool (for now), if only because Smith - although wounded in the climactic early afternoon battle near the Henry house, began the day in fit and healthy fighting spirits.

    vii. According to Early's narrative, he was ordered to move to reinforce the left "between 12 n. and 1 p.m." In game terms, this won't do if he is to have a chance to arrive near the Chin house before the historical battle's 'climax' (nearing 4:40 p.m.). His "release" time (11 a.m.) has therefore been adjusted to fit within the context of this historical possibility.

    viii. Bonham remained near Mitchell's throughout the day; while Longstreet's brigade guarded Blackburn's Ford.   Bonham, Longstreet, and Jones, however, share a small chance to release, beginning with the 1 PM Turn - since anything should be possible, if not highly probable, especially given the historical context.    (note:  Bonham and Longstreet eventually received their orders to advance upon Centreville around 5 p.m..  However, there's no absolute guarantee that even this order will see 'the light of day' during play.   One can nonetheless keep their fingers crossed.)


    Sources:

    First Blood--The 1st & 2nd Battles of Manassas, c. 1990 -- Richard Berg's GBACW series.

    First Blood - William C. Davis, c. 1983 (Time-Life series) - unfortunately the best book I own on the subject - from a view of the day's events from both sides' perspectives. Battle map details confirm R. Berg's troop deployments at 9:15 AM, July 21.

    Lee's Lieutenants --Douglas S. Freeman, c. 1942 (renewed 1970)

    Fighting for the Confederacy --E. Porter Alexander, c. 1989

    General Jubal A. Early, Narrative of the War Between the States, c. 1989

    Col. Samuel P. Heintzelman's Official Report

    BG Daniel Tyler's Official Report

    Report of Brig. Gen. Nathan G. Evans

    Battle of First Bull Run --by Ted Ballard

    Battle of First Bull Run -- a clean, briskly composed account from Miniature Wargaming


    Notes:

    "McDowell had clearly studied his Frederick the Great, but he failed to notice that Frederick's grand flank attacks had usually relied upon an exceptionally well drilled and experienced army. At First Manassas there was no such army available, so the attacks went in piecemeal and ineffectively.   Because the Union manoeuvres were more complex and demanding than the Confederate response, they fell apart more quickly ...." -- Battle Tactics of the Civil War, Paddy Griffith, pp 31-32.

    1. Union Command Hierarchy

      1. There are no Corps Commanders.  Division Leaders are directly subordinate to Brigadier General Irvin McDowell U.S. brigades are directly subordinate to Division Commanders.
      2. Division Commanders committed troops under their command in piecemeal, regiment / company fashion - given they had no previous experience (as present day colonels / regimental officers) to behave in any other manner.

    2. Confederate Command Hierarchy

      1. There are no Corps Commanders.There are no Division Leaders.
      2. CSA Brigade officers are directly subordinate to Brigadier General Pierre G.T. Beauregard -- until around noon of July 21, when [soon-to-be-promoted] General Joseph Johnston assumes Overall Field Command of rebel forces.

    Closing Observation

    It is strongly recommended that the "in command" morale check "bonus" for Division commanders be disabled for July 21, 1861.  

    To "disable" the Union division commanders from play, they must be manually removed from the map.  This action will place McDowell's 12-hex chain-of-command radius in a direct link to all subordinate brigade officers within his command radius. 

    As an alternative, players may agree to "fix" McDowell in place for the duration of play, thus pitting 3 actively engaged Union Division commanders vs 2 division level 'army' officer counterparts in Beauregard and Johnston.  We didn't create the OOB - so, we must adapt it as best we might to more historically, hence, accurately re-create the command and control situation, during the first major encounter between northern and southern troops. 

    Either option shall provide an acceptable compromise for now.   That is, at least the playing field will maintain a more historically balanced "in command" morale-check 'bonus' equation for both sides - something which the default game's OOB's curiously fail to provide - acknowledging that it favors the Union "in command" bonus by a 3:2 ratio - which is simply wrong for any time period within the four plus year civil war, but especially so in July of 1861.  

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    B. 

    [Space Reserved For Next Assignment]


    Appendix i

    A Users Guide to ACW House Rule Essentials™

    General Rule:  Players new to house rules are cautioned to "Keep it Simple."   It is essential that all commanders be in agreement to each and every house rule employed.  

    ACW House Rule Essentials™ has evolved over time via 'trial-by-fire' campaign / scenario play.  It is suggested that players new to house rules be advised to -

    1. Limit each player to making no more than one house rule selection at the start of play.

    2. Players may lobby for a new house rule addition at the beginning of each subsequent game.

    3. Ensure that each house rule adopted -- including any revision / addition -- be saved to text for timely reference during play.

      -- Avoid verbal house rule dictates, because they invite needlessly anxious moments. 

      -- Word-of-mouth is never so resolute nor reassuring as 'word of the pen' - especially, during a heated moment when the outcome of a scenario / campaign might hinge on the essentially uncolored interpretation of any applicable house rule governing play. 

      -- The written word preempts misunderstandings like "sure, but I just assumed we 'agreed' the melee qualifier(s) only applied to dismounted cavalry in skirmisher formation . . . !?" [note: See Section III. B. 5. and Section IV. B. 5. to review actual dismounted skirmisher melee limitations.]

      -- Thus, having House Rules clearly posted for all to review, dispels most cunning attempts at gamesmanship wherein a re-interpretation-on-the-fly of the intent and spirit of a given house rule might lend some momentary if arbitrary tactical edge.

    4. Initially ignore all "Advanced" and "Optional" house rules.

    5. Exercise good cheer and commendable patience.

      -- Recognize that a memory lapse / house rule oversight may occur without notice despite the best of intentions.  It matters not that you were last year's American Idol or that your worthy opponent might lay claim to a PHD in string theory, accelerated quantum mechanics, or demonstrates super human capabilities like leaping tall buildings in a single bound.  

      -- One solution for any player who inadvertently commits a house rule violation (blunder?) is to offer some manner of compromise based on the Old Testament "eye for an eye" principle.   (Of course, if you discover your opponent 'advertently' - i.e., intentionally - commits a house rule blunder then it is the unwritten House Rule herein that states you may summarily dispatch your foe with all haste, taking no prisoners.)

      -- In other words, if YOU commit a house rule transgression during, say, the Movement Phase, you might invite your opponent to freely commit - without penalty - any one-time violation of the house rules in his own immediately following Movement Phase.

      -- If the above compromise proves unsatisfactory - perhaps, because the original house rule violation simply proved too decisive to the eventual outcome of a given scenario, then a players' only recourse may be to replay the turn.

    6. Keep in mind that any house rules employed should foresee-ably strive to add greater detail, color, interest, and possible challenge without sacrificing the "fun" or rewriting history.

    Example:

    1. In a new 2 player game, Player 1 opts for Section I.A. ("Hex-side SP Stacking Limits") as outlined in Table I of the current version of ACW House Rule Essentials™.   Player 2, meanwhile, selects Section X. (Breastworks).  Both players agree to abide by both house rules as defined and outlined in ACW House Rule Essentials™.  That's all there is to it.   All other house rules (written down or otherwise) are ignored and game play commences and otherwise follows Mr. Tiller's general routine.

      Note:  If a player is dissatisfied with any portion of a house rule proposal, then the rule must either be acceptably revised or discarded wholesale prior to play. 

    2. In the following game, players may agreeably edit / revise / append / retain any previously employed house rule sections while proposing yet another house rule section / sub-section to the game.


    3. Future scenarios may invite more critical attention to the "Advanced" and/or "Optional" house rule sections.

      It bears repeating, gamers new to house rules are advised not to add too many new rules to the game all at once.

    4. House rules are not intended to be a chore.  They aim to make the game more insightful / educational and in this context, more historically rewarding; and therefore in our view, more fun.

    NotesACW House Rule Essentials™  aim is to provide for an intuitive, transparent, historically-premised overlay to Mr. John Tiller's ACW campaign series of games. 

    a)  In subsequent scenarios, generals may agree to add one (or more) house rule sections.  Or not. 

    b)  Either way, remember, any house rule is always open to additions/revisions of the pen, so long as players are 100% in accord to any and all course corrections. 

    c)  Have your version of house rules written down and available for immediate reference during play thus assuring that any question or unanticipated dispute that arises during play can readily be addressed by referencing the source ruling.   No fuss no muss.  

    d)  To be sure, for your version of house rules to work, all commanders must be 100% on board with the selected rule options. 

    e)  If a house rule flaw, oversight, and/or exploitable loophole is exposed during game play, players may agree to temporarily suspend play in order to tidy up (i.e., revise-on-the-fly) any portion of a cited rule.  When all players are once again in agreement with the rules as posted, the blood-letting may resume . . . but, of course, only in accord to the typically blunt, not particularly subtle, and far too upright - albeit gallant - shoulder-to-shoulder tactics of the day.  

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    Appendix ii

    ACW House Rule Essentials™ Setup Options
    (Recommended)

    • Manual Defensive Fire
    • Quality Fire Modifiers
    • Higher Fatigue Recovery Rates
    • Victory Points for Leader Casualties
    • Density Fire Modifier
    • Mounted Cavalry Skirmishers
    • Isolation Rules Weak
    • Zone-Of-Control
    • Partial Retreats
    • Flank Morale Modifier
    • Bridge Limit and Repair
    • Artillery Capture
    • Artillery Ammo by Cannon
    • Optional Melee Resolution*

    *    For players who opt for the Turn-Based game (i.e., Uncheck "manual defensive fire" while checking "Automatic Defensive Fire," during game setup options prior to play ), the Bivouac recommends Mr. Tiller's "Optional Melee Resolution" game setup option.   This option 'borrows' wholesale from ACW House Rule Essentials™ Section VII. B. , which mandates that all movement by the phasing (Turn-Based) player be completed prior to melee combat resolution.

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    Appendix iii

    "Show Don't Tell" Grand-Tactics Wish List

    . . . Grand tactics is the art of forming good combinations preliminary to battles as well as during their progress. The guiding principle in tactical combinations, as in those of strategy, is to bring the mass of the force at hand against a part of the opposing army and upon that point the possession of which promises the most important results.19

    ACW Tactical / Command & Control Gaming Reflections, c. 1861-1865.

    • A proportional ZOC.
    •  

      Based on a unit's actual [SP] strength, small units (i.e., 100 SP's plus or minus) will observably exert a proportionally weaker (ZOC) influence than larger units.   A Proportional ZOC would spell finis to the otherwise tactically "bogus" '0' movement point global modifier, regardless of how small or ineffectual a combat unit's actual combat fire strength.   Units that do not become "disrupted" and/or "pinned" by enemy ZOC fire would be permitted to keep moving.  ZOC fire is [optionally] triggered whenever an enemy unit attempts to withdraw from a ZOC.

    • A "straight" battle-line model -- as superimposed over a hex-movement grid that is mathematically balanced for both offensive and defensive battle-lines. Mr. Tiller's battle-line model favors offensive fire power by a 3:1 margin over defensive fire through identically shared hex-sides -- i.e., 3000 SP's max. vs 1000 SP's max. [doh!] -- See Appendix iv, "An Open Letter to John Tiller" (2-24-03)

    • Hex-side SP limits.    Coupled to a unit "split fire" complement, tactically showing how a unit / stack, possessing more SP's than may realistically fire through a single hex-side. may still account for its 3 hex-side ZOC battle line design.
    •  

      In other words, "show" -- not just "tell" - how unit(s) within a hex exert a tactically active three-hex-side Zone-Of-Control.   As Mr. Tiller's game plays, unit(s) a-historically discharge as many as 1000 SP's through a single hex-side - measuring 41.7 yards, no more no less - which is pure fiction, not to mention mathematically absurd.  And, all the while having no SP's left over to support Mt. Tiller's "3 hex-side Zone-Of-Control design claim.

    • A war gamer., user-friendly means to access and customize OOB statistics / Morale / Quality & Leadership Value Ratings, Command Ranges.   Support individual "Take Charge!" latitude to adjust OOB ratings as one might see historically fit or apt. 

    • A dynamic (i.e., "real-time" within the context of a turn/phased-base game) hex-to-hex refresh "spotting" routine.  A welcomed, long overdue essential.
    • Note:  Scott Hamilton's aging Aide de Camp II provides just such a feature in a modest software package, proving this aint rocket science. How it Works! . . . As a unit moves, the map board may be manually and/or (optionally) automatically refreshed.  This feature would finally permit cavalry to serve in their historical role as mounted reconnaissance.

    • Artillery gun crew units -- a welcome tactical embellishment that addresses tangential deployment, fire, and capture issues.

    • "At the Double-Quick!" -- Forced March option -- linked to fatigue / morale check.   Why not?!

    • A "mounted line" charge / melee formation -- a long overdue challenge to the inattentive one-
      formation-fits-all [generic] cavalry "column".


    • A counter (cavalry) charge option.  (Lowest on the "show don't tell" wish list, but further review is invited.)

    • A "skirmisher" model that actually 'skirmishes', e.g.,

      • provide a favorable low-density modifier shift vs fire combat, being a skirmisher's open formation is surely "harder to hit" than a shoulder-to-shoulder one, eh?!

      • include a "Retreat Before Melee" option - Berdan's Sharpshooters and Buford's dismounted troopers (on the morning of July 1, 1863), deserve greater historical attention and determination.

    • A separate "Road Column" (i.e., strung out by two's) vs "Shock" and/or normal "Maneuver" (i.e., compact / dense) Column formations.

      Example:  A cavalry unit in road ["strung out"] column moves 24 hexes AND 'bumps' into a heretofore unspotted unit . . . in an instant, it morphs into a "melee" / charge formation (hey, remember that heretofore strung-out road column formation?!) and melee's the enemy with all its SP's.  Not only unbelievable, but physically impossible.  Yet, this is precisely what Mr. Tiller's unqualified, one-size fits all column option 'teaches'.
       
    • Command & Control "Friendly FOG" modeling, c. 1861-1865 -- a long overdue C&C redress to the current fiction.  Mr. Tiller's units are permitted to run all over the map as if they're all directly linked to a 200 foot whatchamacallit.   There's got to be more than a morale/rally check to curb the 200 Foot fiction.

    • Brigade / Division "Combat Effectiveness" -- historically-based limits on just how much a brigade or division can take before it "collapses" as an effective fighting unit.

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    Appendix iv

    An Open Letter to John Tiller

    Dear John,

    War gamers, respectfully, share in one degree or another Drew Wagenhoffer's acknowledgment that says . . . I suppose you could say that my 'passion' is history.   Too, like Brett Shulte's observation, many war gamers doubtless share his hope that "scenarios should be a teaching tool as well as a game . . . " (source: http://www.brettschulte.net/drewwagenhoffer.htm )

    As students with a passion for history, then, we must inevitably undertake a review of your game's mistaken [over-looked?] battle-line model.    [John, if only because we have neither acknowledged nor addressed the following battle-line issues in any "Design Notes," accompanying any of the games, it is hoped you will review the following observations and questions most specific to your three hex-side battle-line model as it is superimposed over a hex-movement grid.  Thank you.]

    1. Despite the visible [half-moon] warp created by a hex grid, is your [3-hexside] battle-line intended to example a straight battle line model?

    "Yes" -- John Tiller, 3-26-03

    2. Assuming a straight line model - scaled at 125 yards p/hex with an active ZOC though 3 frontal hex-sides as per the game - and acknowledging, too, that Paddy Griffith notes a 2 rank battle line of 1000 men required a front of approximately 165 yards, etc. (Battle Tactics of the Civil War, 1989), are there any historical sources or physical models that we may have overlooked to explain how a 1000 man battle line might indeed discharge a maximum of 1000 fire-SP's through a single front hex-side, measuring 41.7 yards?

    3. Given that two adjacent, opposing "straight" battle lines may be defined as two parallel lines sharing common points along both lines, how is it physically possible for three adjacent stacks of 1000 SP's, sharing common hex-sides to a single enemy unit's front, combine for 3000 SP's and thus fire through their commonly shared hex-sides of 125 yards across (i.e., 3 x 41.7 = 125.1 yards), while the single unit / stack being targeted may return fire through these same common hex-sides with a maximum of 1000 SP's? Have we overlooked something here, John?

    4. As a corollary to the above, and given a unit's active ZOC being defined as its three front hex-sides, extending into its three corresponding adjacent hexes, how is it possible for a unit to fire a maximum of 1000 SP's through one hex-side while, at the same time, show an active ZOC through its other two hex-sides? In other words, isn't an active ZOC intended to be a demonstration of available fire power? In other words, if no SP's are left in reserve to cover all three hex-sides to a unit's front how is an active ZOC maintained?

    A Hopeful, Constructive Suggestion:  Would it be possible to expeditiously program a threshold [i.e. "hex-side"] limit on the number of SP's permitted to fire through a single hex-side with the intent of favorably restoring a functional straight line / two opposing parallel battle line equation? Richard Berg's example:  Dividing 1000 SP's  -- the max. # of SP's allowed in a hex -- by the number of ZOC hex-sides (3), he would arrive at a working 333 1/3 SP's p/hex-side limit [rounded up or down to the nearest incremental, viable integer], given your game scale.  Might this formula be 'borrowed', John?

    "I have reviewed your proposed hex-side fire limitation rules and will consider them as an optional rule in a future release." -- John Tiller (2-26-03)

    In conclusion, a hex-side threshold limit would at long last redress a battle line's contradictory, unsupportable math.  Math which challenges line / hex geometry / history - military manuals, and last but not least war gamers alike, who share a "passion" for history and like to believe that wargame scenarios should be a teaching tool as well as a game.

    Thank you, John, for your attention and consideration towards this more instructive end.

    Regards,

    Denny (2-24-03)

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    Appendix v

    An exchange of emails with Mr. John Tiller (October 23-24, 2006):

    A Fair Exchange

    ~ But as stated below, I have no problem telling my designers to include your rules in the set they have under consideration and then with priority order established in that set, work towards implementation.


    John Writes (10-23-06):

    [Shannon, ]

    . . . So please let me know, for both you and Denny, if you are offering the rules free of any intellectual rights claim or if you intend to hold that.  If the rules are free to implement, then I’ll probably do a few of them.  If you hold any intellectual rights claim on the rules, I’ll have to decline them all.


    Dear Mr. Tiller,

    . . . In exchange for duly modest acknowledgement, Shannon and I hereby authorize you, Mr. John Tiller, to freely borrow - as only you see fit and/or your support team deems appropriate - with absolutely no consideration to financial reimbursement or reward whatsoever, thus entitling you inclusive intellectual property rights as contained within all current and future ACW House Rule Essentials™ installments as posted at http://www.shoelessbivouac.net/acwhrules.html.

    Mr. Tiller, might this prove a "fair exchange" worthy of your attention and consideration?

    R.D. Richard
    cc.  S.K. Hendley
    (10-23-06):

    John Writes (10-23-06)

    [Denny,]

    Yes, I have no problem with this approach. You are certainly due conceptual credit for the rules in the form that you have presented them. I have had problems in the past with contributions from people that start out all in the interest of making the games better, but as soon as the contribution is adopted, start to claim intellectual property rights on the contribution, forcing me to back out the change. But as stated below, I have no problem telling my designers to include your rules in the set they have under consideration and then with priority order established in that set, work towards implementation.

    Greetings John,

    Yes. This is agreeable to Shannon and I.

    "Forward to Richmond"

    Denny
    cc Shannon (10-24-06)

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    Appendix vi

          Source References

    1. The Antietam Campaign, John Cannan ©1967
    2. The Bloodiest Day - The Battle of Antietam, Time-Life Books, Inc. ©1984
    3. The Struggle for Tennessee - Tupelo to Stones River, Time-Life Books, Inc. ©1985
    4. The Road to Shiloh - Early Battles in the West, Time-Life Books, Inc. ©1983
    5. Gettysburg - The Confederate High Tide, Time-Life Books, Inc. ©1985
    6. The Civil War, A Narrative -- Tullahoma to Missionary Ridge, Shelby Foote ©1963
    7. Antietam 1862 - Campaign Series, Norman Stevens ©1994
    8. Rebels Resurgent, Fredericksburg to Chancellorsville,   Time-Life Books, Inc. ©1985
    9. Struggle for a Vast Future: The American Civil War, Aaron Sheehan-Dean ©2006
    10. The Chancellorsville Campaign, David Martin ©1991
    11. Arms and Equipment of the Civil War, Jack Coggins ©1962
    12. The Chancellorsville Campaign, David Martin ©1991
    13. Battles for Atlanta - Sherman Moves East , Time-Life Books, Inc. ©1985
    14. Fighting for the Confederacy by E.A. Alexander (ed. by Gary W. Gallagher) ©1989
    15. The Civil War Source Book, Philip Katcher ©1982
    16. Battle Tactics of the Civil War,  Paddy Griffith ©1989
    17. Forward to Richmond - McClellan's Peninsular Campaign, Time-Life Books, Inc. ©1983
    18. Battle in the Civil War  ( "Field Books" - Empire Interactive) -- Paddy Griffith, ©1986
    19. Jomini and His Summary of the Art of War --Little, J.D., ed. 1947.

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             Appomattox Court House
     

                                                                                                                                                                                        McClean House on Right

              April 9th, 1865

    General:  I received your note of this morning on the picket-line, whither I had come to meet
    you and ascertain definitely what terms were embraced in your proposal of yesterday with
    reference to the surrender of this army.   I now ask an interview, in accordance with the offer
    contained in your letter of yesterday, for that purpose.
    14
                                                                                                                                                                                                                                                                                                             --R.E. Lee


    ACW House Rule Essentials™
    S.K. Hendley / R.D. Richard, 8-4-08

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