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Confederate Forces
Tanneytown Road
Actions
1. Reinforcements
2. Place order discs in Available Order boxes
3. Player actions phase Confederate play first
4. End of day
Orders
Harrisburg Road
Day Sequence
Tanneytown Road
Baltimore Pike
Move/Assault
Reinforce
You may move some or all pieces from an area in, or adjacent
to, where the order disc was placed. Infantry and artillery
can move one area. Cavalry can move up to two areas. You
can only move one or two pieces across a non-road border,
or into an area containing enemy pieces. You may move
up to four pieces across a border which is also crossed by
a road, as long as the area you are moving into does not
contain enemy pieces. The area limit is four pieces. You may
not exceed the area limit, the exception being Confederates
when using a double-action. You must assign damage cubes
before moving any pieces from an area.
Reorganise
Remove one Disruption marker from an area.
Pass
Do nothing. You must still place an order disc in an area.
Emmitsburg Road
Tanneytown Road
Baltimore Road
Tanneytown Road
Fire Artillery
You may fire all of the artillery units in one or two areas that
are adjacent to the area that the order disc was placed in.
One of the areas may be the one the order disc was placed
in. This is long-range artillery fire. The distance you may fire
depends on the location of artillery. The normal range is one
area. If the artillery is on a ridge then it can fire at pieces up
to three areas away. If the artillery is on a hill then it can fire
at pieces up to four areas away. You must trace the shortest
route to the target. In the case of multiple possible routes
you choose which to use. Your route may be traced across
vertexes. You cannot fire into an area if you have already
traced your line of sight through a ridge or hill area (one
marked with a semi-circle or triangle). Roll one die for each
firing piece on the table below. Apply any modifiers to the
die roll.
-1 if target entrenched
-1 if firer damaged
Entrench
Place one entrenchment marker in an area. The area is only
fully entrenched if there are two markers init. You must
clearly indicate which boundary the entrenchment runs
along as this determines whether you have been attacked
on one of your flanks.
Chambersburg Pike
Forced Pass
Hill area
range four
Elite infantry
Regular infantry
Inferior infantry
Cavalry
1
-
Die Modifiers
-1 if artillery piece damaged
1 2 3
- M
<0 1
Die Modifiers
-1 for every 2 damaged cubes
R R E E E
R R E E
R R E
R E
1 Elite unit
R = retreat
E = eliminated
1 2 3 4
- D D
Die Modifiers
-1 for every 2 damaged cubes
-1 target entrenched
D = disruption
<0 1
Right shift
Left shift
1 R R E E E E
1 Hill or ridge
In town
D R E E E
1 Entrenched
Disrupted
D R E E
Inferior
D R E
R R
C C C R
being entrenched.
1 Elite
R = retreat
E = eliminated
D = disrupted
C = counter-attack