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C 2006 GIOGAMES

Antietam 1862
A13

V13

A12

V12

A11

V11

V10

V9

2
A10

2
A9

2
A8

V8

A7

V7

A6

V6

A5

V5

A4

V4

A3

V3

A2

V2
C1

A1
B1

E1
D1

G1
F1

I1
H1

L1
K1

N1
M1

P1
O1

R1
Q1

T1
S1

V1
U1

Battlefield:

Scenario Lenght:

Creek hexside

Place terrain hexes as shown on the diagram above.

The battle starts at 7.00 am and ends at 8.00 pm.

Woods

Special Terrains:

Activation Dice:

Orchard
Town
Major road
Cornfield
Sunken road
Hill

Sunken Road
Movement cost on road hexside: 1/2 MP.
Crossing Sunken road hex: 1 MP
Infantry e Cavalry have -2 dice modifier when attacking not
from Sunken Road hexside.
Artillery may not firing from a Sunken Road.
Line of sight: not blocked.
Dunkard Church (P8 Hex ):
Units in such hex does not consider the retreat result.
Artillery units have -1 die modifier (cavalry and infantry: -2),
when are firing at Dunkard Church.
Antietam Creek is crossable only on the bridges.
Units must stop movement in the bridge hex, in the next
activation, crossing the bridge need all movement Points.
1

The CSA player rolls 5 dice; the US player rolls 3 dice.

Special Rules:

Infantry and Cavalry unit with 1 Combat Factor left (the


stand), or after modifiers for terrain, rolls minimun 1 die in
combat.

Victory Conditions (VC):


Some hexes on map have a red circle with a number.
That is the number of Victory Points (VPs), that UNION
PLAYER gains if he controls these hexes at the end of battle.
The confederate player gains a number of VPs equal to the
step value of the US units eliminated.The player with the most
VPs is the winner.

Yankees & Rebels


Antietam: September 17th, 1862
h. 07 am
UNION UNITS
ON MAP:

h. 07 am
CONFEDERATE UNITS
ON MAP:

REINFORCEMENTS:

Corp

Unit type

Tra

Hex

CF

Corp

Unit type

Tra

Hex

CF

Infantry
Infantry
Infantry
Artillery

Vet
Vet
Vet
Vet

V11
V10
V9
V9

4
4
4
2

Infantry
Infantry
Infantry
Artillery

Vet
Vet
Vet
Vet

R2
S3
T3
S3

4
4
4
2

Infantry
Infantry
Infantry
Infantry
Infantry
Infantry
Infantry
Artillery
Artillery

Vet
Vet
Elite
Elite
Elite
Elite
Elite
Vet
Vet

H11
A13
F6
G5
B4
D5
O11
C6
O10

5
5
2
2
2
2
5
2
2

Infantry
Infantry
Infantry
Infantry
Artillery

Vet
Vet
Vet
Vet
Vet

C1
D1
D2
E1
C1

4
4
4
4
2

Infantry
Infantry
Cavalry
Artillery

Vet
Vet
Vet
Vet

V4
V3
V3
V4

4
4
2
2

Infantry
Infantry
Infantry
Infantry
Infantry
Infantry
Infantry
Cavalry
Cavalry
Artillery
Artillery
Artillery

Elite
Elite
Vet
Elite
Elite
Elite
Elite
Elite
Elite
Vet
Vet
Vet

S6
S7
A8
R10
S11
N5
N6
R13
S13
L7
S6
S13

2
2
5
2
2
2
2
2
2
2
2
2

Hooker

II
Sumner

IX
Burnside

XII
Mansfeld

Longstreet

II
Jackson

h. 1 pm:
At start of this turn, place the Corp Indicator in
the container with the others corp markers.
Corp

Unit type

Tra

Infantry
Infantry
Infantry
Artillery

Vet
Vet
Vet
Vet

G1
H1
I1
I1

4
4
4
2

Infantry
Infantry
Infantry
Artillery

Vet
Vet
Vet
Vet

U1
U2
V1
V1

4
4
4
2

Porter

VII
Franklin

Hex CF
entry

TABELS LEGEND:
CREDITS:

TERRAIN EFFECTS:
LoS Line of Sight
MPs # of Movements points required to enter
# of dice malus attacking this hex

Scenario by
Giovanni Crippa
Special thanks to all friends of the Wargames
Club Lecco for playtesting and suggestions.

SCENARIO
Tra training unit
Cons Conscripts
Vet Veterans
Elite Elites
Hex

Unit starting position

CF

Unit Combat Factor (stand+chips)

GIOGAMES
Via Seminario, 16
23900 LECCO
ITALY
www.giogames.it

info@giogames.it

Histo Command Dice System Game


C

2006 GIOGAMES