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A. combat factors total that of the division counter being substi- Copyright 1961. Read it through carefully before playing the game. Vertical. They are Con- federate Brigades only. This 4-page folder is your Instruction Manual. Red counters are Confederate. the placement of hexagon (six-sided) patterns. not additional Units. Terrain features are altered slightly to conform to represent immovable fortresses. (The use of hexagons. po. . These counters are . CHANCELLORSVILLE is a 2-player game. 'printed in U. ARTILLERY [RHorse Artillery The mapboard shows the entire area where the battle was FORTIFICATION Counter: These white counters fought. S. Additional players may be assigned as subordinate commanders BRIGADE SUBSTITUTE COUNTERS under the orders of the respective Supreme Commander. hereafter referred to as squares.Icombat division into brigades. break down are Union. These are supplemental. You command all the mili- tary units actually at the real battle of Chancellorsville in 1863. one being the 1300000 PONTOON BRIDGE DETACHMENT Counter: Union Commander and the other the Confederate Commander. Now study the set of die-cut unit counters. He may substitute a single your "chessmen". at any time. adds ASSAULT BOAT DETACHMENT Counter: These a greater degree of realism. instead of the usual 4-sided squares.toon Bridge These Blue counters also assist in river crossings. The Avalon Hill Company. I t is not neces- sary to read the Reference Folder-it merely repeats in diagram form the rules stated in this manual. Printed on each is the information necessary division counter with a number of brigade counters whose for play of CHANCELLORSVILLE. and may be used movements now cover the same distance in all directions). which is outlined later. INTRODUCTION Size of Unit (Division) Type of Unit (Infantry) Basic Combat Factor (Attack and Defense) kFi Example: 8-4 / Unit Commander (General Jubal Early) Normal Movement Factor (UP to 4 squares per turn) CHANCELLORSVILLE lets you refight the famous Civil War battle with YOU in command-the result depends entirely upon your skill as a Commander. Blue counters The Confederate Commander may. horizontal and diagonal \ A~roult + blue counters belong to the Union. and may be used in place of larger UNIT SYMBOLS combat Divisions. to assist river crossings.

In combat you compare the Combat Factors of the engaged Units (putting DEFENDING UNIT ENEMY ATTACKS DEFENDING UNIT'S the attacker's Factor first) and you have an odds comparison. you may move as many Units as you are able into TURNS an enemy controlled zone before computing battle odds. Combat occurs when an enemy Unit moves into this zone A Division Counter that has been removed may be returned providing the defender is an artillery type Unit. the WINNER Turn and measured as the passage of a period of time. IS ON: FROM: COMBAT FACTOR:. the board totalling 16 Basic Combat Factors or more. Together these two Turns are called a Complete If the result of an attack calls for a retreat. up to their PRIMARY ZONE: A Unit automatically attacks when it normal movement factor. including other hill squares (brown) Doubles 5.. These "Brigade Substitute Counters" are stacked on the b) SECONDARY ZONE (12 squares adjacent to primary same square. ally-not by Corps. such d o not have to move any Unit nor do you have to move any a battle situation is not resolved at this time-the attacker may Unit its full movement factor. has the option to attack o r withdraw. When an enemy Unit enters any is defending on as follows: square in its specified zone. Attack involving non-artillery and artillery Units is outlined in the Multiple Unit Attack section. result given. an by removing from the field a number of Brigade Substitute artillery type Unit may precipitate combat by moving to within Counters whose combat factors total that of the Division one square distant from any enemy Unit. . in its Turn. it is eliminated instead. is also a Turn. you may not move any Unit tlzrough a square controlled CHANCELLORSVILLE is played in Turns. Brigade zone)-Only Artillery and Horse Artillery Units control this counters. Hill Squares Any square. Likewise. once placed on the field. which is a numerical expression of that Unit's battle strength. Each DEFENSE Unit applies its Combat Factor (the first of two hyphenated In defense. by the end of the 25th Complete are adjacent. You may move up to all of your Units each Turn. subject to terrain limitations. Shore Square Any square on opposite The attacker rolls the Die once for each battle. You move your by an enemy (including an HQ Unit) without attacking. Shore Square Triples 4. is used in combat only-it has nothing to do with Movement. 1) The Union wins if. Units may move in any direction move other Units in other areas of the mapboard then return o r combination of directions in one Turn. such as 2 to 1.tuted. Fortified 1. Movement factors to resolve each and every battle. it is always considered the attacker. to a common square for removal. All such Brigade counters designated for removal must ATTACK be moved. control this zone. including useful in stalling advancing enemy Units. When a Unit precipitates battle by mov- accumulated from one Turn to the next. The Die.) 2. may separate. Study the Combat Results Table carefully. off the Record Card. You moves into a square adjacent to an enemy Unit. nor can they be the attacker's choice. No Unit may attack more than once on the same Turn--even if it finds itself adjacent to an enemy Unit after combat. Each Unit has a Combat Factor printed on its counter. (HQ Units have no combat factor-but are 1. the Confederate Army is either eliminated. How To Win CHANCELLORSVILLE is a time limit game-no more than 25 Complete Turns may be played. that is a Turn. SECONDARY ZONE: Attack between opposing artillery type Units is resolved the same as if they were in the primary Combat zone. He compares side of river. counter. according to their Movement Factor. Substitute Brigades do not have to belong A Unit's combat factor in attack is always its basic factor to the commander whose Division they are to substitute for. or into enemy zones of control. that enemy controls. along with their Headquarters counter. In attack. board. plete. printed on the counter. by the end of the 25th Complete Turn. How- ever. Units move individu. EXCEPTION: Combat is not allowed when both Turn. unblocked routes of retreat are available. Your is in contact with an enemy when it reaches the first square the opponent moves his Units then resolves all combat if any. However. Fortified . In each Turn. if alternate. Counter another fortified square Doubles ally eliminated when attacked. if the line of passage of each Complete Turn is checked off on the Time retreat would force the losing Unit(s) into a river. one at a time in the order of are not transferable from one Unit to another. A Unit Units then resolve all combat if any. HQ's are automatic. ing. Union player always moves first in each Complete Turn. The Movement enemy. Hill Squares Triples No Defending Unit may be fought more than once in the same Turn. The always determines 'the line of retreat. a Unit increases its basic combat factor in both numbers at the bottom of the counter) to all the squares in its primary and secondary zone battles according to the terrain it specified zone of control. combat results. Fortification Any square. Combat must occur whenever opposing Units 2) The Confederates win if. including the number rolled to the proper odds comparison line on the river square (blue) Doubles Combat Results Table (RULE D ) and both players obey the 3. a player moves up to all of his Units first and NOTE: The winner cannot force losing Units into such areas then resolves all battles after the movement portion is com. and it must stop to fight on that first square. or reduced to Units a ) PRIMARY ZONE (6 squares adjacent to Unit)-A11 Units totalling 15 BASIC Combat Factors or less. zone. However. they either eliminate the Union Army or have units on opposing Units are on adjacent river squares.

at road squares. the Unit moves onto the the Rappahannock River except. must enter the opposite shore only stitute Counters may also be placed on the board in place o f their respective division counters. opposite shore only at the square the bridge points to. move through RIVER CROSSING the woods at the reduced rate of 2 squares per Turn. 3) CROSS ON 4) CROSS ON 1 ) SWIM AT 2) CROSS ASSAULT PONTOON Movement into Occupied Squares ANY POINT AT FORDS BOATS BRIDGE All Units may pass through any square occupied by friendly HEADQUARTERS YES YES YES YES Units. EXCEPTION: Confederates through Stannard's Marsh is the same as through Woods. plus the bridge. however. No Units may cross onto the bridge until the following he chooses to move to any direction-he is the attacker. Boats ments. may proceed 6. then proceed on the following Turn. STEP 4. Units crossing do not have to stop but may pro- 2. . they may run parallel to it in this south of the Rapidan-Rappahannock River line. All Units. are always a full square in width. On the next Turn. This applies to Hill squares. Neither player may place Units in the northwest area between the. Turn. then a Unit moved on top of the boat counter STEP 2: Union player places all of his Blue Units north of in the same Turn. but must then resolve existing MOVEMENT THROUGH WOODS-HILLS-MARSH combat situations. on any square north of the Rappahannock River-Confederate player places 15 white fortification counters anywhere south of 3 ) CROSS ON ASSAULT BOATS-A Boat may move onto the Rapidan-Rappahannock river line. except on River squares.). number of Units may cross in a single Turn. The Confederates are allowed any number river square per Turn. it proceeds its The Union Commander is allowed 2 combat Units of any normal Movement Factor. only. and unfinished railroads intersect Time Limit-5 Minutes at streams. On its next Turn. Rappahannock and Rapidan Rivers at the start of the game. shore square and proceeds its normal movement factor. All battles are then resolved. a river square. One Complete Turn is marked off. Bridges 4. a ) Boat and Bridge Detach. 4 ) PONTOON BRIDGES-Pontoon Bridges cannot be built until a combat or HQ Unit occupies the opposite shore square Routine of Play the bridge is to connect. on the same square. can only travel through squares containing roads. 5. to move his Units. A bridge is destroyed if a Unit is elimi- 7. cannot use Boats. A Unit may cross with no delay where roads. Only one Unit is allowed on each boat counter per Turn. They may move downstream (eastward) one river square per Turn with one accompanying troop Unit. Roads do not have to lead into the river. They belong to the Union. Union commander always plays first. An unlimited are then resolved. They may STEP 3: Confederate player places all of his Red counters move onto the river only through road squares. the player cannot move additional Units. Stacked Units may pass through squares containing friendly stacked Units. but must enter the 3. Movement over Hills (brown squares) and Confederate Units may cross. INFANTRY NO YES YES YES Capture of Fortifications CAVALRY YES YES YES YES Any Unit that defeats an enemy Unit on a Fortification ARTILLERY NO YES NO YES counter. regardless of type. On its next Turn. and while they NOTE: Any Unit that has defeated an enemy on a Hill can be destroyed. Movement into this opposite shore square and the "construction" of the bridge is done in the same 1. b) 2 Artillery Brigades and 6 Infantry Units (2 Corps. A Unit entering the woods must STOP when it reaches the first green square. The capturing Unit. There can be no Union movement after combat. Thin blue lines represent streams. moves onto the river square and STOPS. They may Rivers. When 5 minutes have passed. He moves all Units Turn. Only one Unit is allowed on each kind on one square. The leave the woods from the last green square at the normal move- following chart shows the 4 methods by which both Union and ment factor. Only one counter is allowed on STEP 1: Union player places 5 white fortification counters each Ford square per Turn. in blue. they cannot be captured. Confederate commander moves all the Units he chooses (like Assault Boats) must also stay on road squares at all times. Bridge and Boat Detach- ments can also cross at Fords. Union Commander places his remaining 2 Corps and Boat and Bridge Detachments anywhere north of the Boats are automatically destroyed when an enemy Unit places Rappahannock River. on the following Turn. Where they do not intersect. The enemy can capture a bridge by placing it into its zone of control. of Units totalling no more than 22 BASIC Combat Factors 2) CROSS AT FORDS (Blue lines)-The crossing Unit regardless of the number and type of Units. it A HQ Unit may be added since it has no combat value. railroads. may move onto that hill after combat in the same Turn. Brigade Sub- case. a Unit must STOP on It is suggested that each player be given 5 minutes in which the Stream Square. 1 ) SWIM AT ANY POINT-The crossing Unit moves onto MORE THAN ONE UNIT PER SQUARE the river square and STOPS. Boats crossing a river. Union Commander. Remember: All Units except fortifications can be moved each STREAM CROSSING Turn. it in its zone of control. may move onto that Fortification after combat in the Horse Artillery NO YES NO YES same Turn. Prepare For Play proceeds its normal Movement Factor. square. No Confederate movement possible after combat. to move-he becomes the attacker. Any and all battles precipitated by this Union movement ceed across at their normal Movement Factor. play returns to the nated while fighting from on top of the bridge. Only one Unit is allowed on the bridge at the end of the Turn.

or they may combine on one Turn and split up on the NOTE: Artillery-type Units can never attack an enemy Unit very next. 4-15 is 1-3. square. For 5. or triple value according to terrain. 8. A&NA NA A has option to attack NA. RULE O F THUMB for secondary zone combat: ment is restricted to that of the SLOWEST of the combined a. are ignored. double. the Attacker has the choice of dividing combat into and a non-artillery Unit in its prinlciry zone. NA may withdraw in its Turn). A NA Combat not required. the Combat Firctors are added together. 3. have option to fight NA's. NA A Combat required. NA may close D ELIM: All defending Units are eliminated. in diagram form. cannot fight other NA's. COMBAT RESULTS TABLE SECONDARY ZONE: Primary zone combat procedure The Table and instructions on its use are printed o n RULE-D. A Unit forced off the board is also may close in its Turn. 2-3 is 1-1. The number rolled is matched up 2. NA cannot back 2 squares because of blocking enemy zones of control or rivers. etc. In battle. battle odds into the highest number and use the first digit of the 4. if battle odds are 24-1 1 you divide 11 into 24 which If attacker wins he may attack NA on goes a little better than 2 times. Combat results adverse For instance. For replacement parts. a player sometimes must remove a number of Units whose A r o n e or more artillery type Units: a ) Artillery total combat factor is MORE than that of the Units removed by opponent. Since this exchange of combat factors does not always work on next Turn. Other examples: 16-9 converts to 1-1. NA A&NA NA required to attack A ignoring defend. BACK 2: All losing Units are moved back 2 squares in any direction. is rolled once by the attacker. out even-up. of those sections in this Instruction Many uses of the NA Units above seem silly at first glance Folder whose headings are in all capital letters. to butress n line in event friendly artillery is elimi. Units all on one square may attack enemy Units on separate squares in more than one battle. basic odds become 2-1. . Units may increase their basic Combat Factors may divide their attack against Units all on one square into exactly as outlined in the section on DEFENSE. to attack. A A&NA Both A Units fight normally ignoring NA. un-blocked routes are available. Fractions are ignored therefore next Turn if still in range. The 4 page Reference Folder gives you actual ex- cl Cavalry amples. NA NA No Combat from Secondary zone. If a defending Unit on a shore square is attacked by 2 Units. etc. more attacking Units at unfavorable odds to gain more favor. such employment of the NA Units has its purpose: to get learn the game-refer to it only when clarification is needed. When Units combine. A&NA of winner may close combined combat factors total AT LEAST that of the Units removed by opponent. Units. You have finished reading all the Rules to CHANCELLORS- NA=one or more non-artillery Units: a ) H Q b ) Infantry VILLE. When an EXCHANGE is rolled. Hill Company. all defending (against) A are ignored. It is not as they are indeed without chance of immediate gain. Combined Units may stay together indefi. necessary. the defending Unit's combat factor doubles-if fortified. If this fails. etc. Maryland. to force enemy Units to withdraw. the attacker's Combat Factor is totalled into one combined factor for odds comparison. eliminated. Multiple Unit Defense able odds over other defending Units. When several Units PRIMARY A N D SECONDARY COMBINED: If an artil- in different squares attack several enemy Units in different lery Unit attacks an enemy artillery Unit in its secondary zone squares. write for price list to: The Avalon nated. The same rule applies if the attacking situation is 1) He must fight every defending Unit in whose controlled zone he has reversed. tnore than one battle. A&NA A Both A Units fight normally ignoring NA. from the Primary zone rtnless it attacked or was MULTIPLE UNIT ATTACK attacked by that enemy Unit from the Secondary zone on a previous Turn and then only if enemy Units did PRIMARY ZONE: When two or more Units attack one not leave the Secondary zone after combat. It is treated as if rrll the Units were in the Primary Zone. however. or 7. defending Unit. NA's (by themselves) n ~ ~ tfight s t A's. 2) He must be in the controlled zone of the defending Unit(s) he is one on an adjacent river square and one on a n adjacent shore attacking. the number of squares moved h. to read this reference booklet in order t o ever. Units on separate squares In defense. if the odds are 2-1 and a 1 is rolled. defending NA Unit is automatically eliminated. Many times. A A Combat required-normal method. A&NA A&NA Both A Units fight normally ignoring removes all his Units-other player removes a number of Units whose both NA's. Results combination of directions determined by WINNER. answer as the highest figure for the basic odds comparison. HOW. c. If attack fails. (Of course.) Next-the Die 1. on its next Turn. Combat results adverse to A factor computed at original. If a Unit cannot move adverse to A are ignored. 6. the defender's ing NA. But move. Units are eliminated. NOTE: The winner cannot force Units to retreat into areas mentioned if alternate. A's nilrst fight enemy A's. but A has option with the basic odds comparison to get the result of combat. next Turn. example. that attack. Combat resultsadverse If it becomes difficult to convert battle odds to basic odds you to A are ignored. 38-12 is 3-1. NA's with A's connot fight. EXCHANGE: An even elimination of combat factors. NA may close (enter may use either RULE-A or the simple formula o n which A's primary zone) on its next Turn if A RULE-A is based: Merely divide the lowest number of the does not withdraw. nitely. b ) Horse Artillery. attacking Units. battle is resolved more than one battle as long as these conditions are met: in one step. applies with the following clarification: To resolve combat players must first convert battle odds to the basic odds comparisons appearing on the Table (4-2 battle odds ATTACKER DEFENDER PROCEDURE would convert to 2-1. the attacker will deliberately sacrifice one or it triples. NA in position for normal primary zone :ombat on a succeed- ing Turn. 9-3 converts to 3-1. player with FEWER combat factors 9. Combat Results Abbreviations If defender wins he may attack NA on A ELIM: All attacking Units are eliminated. through before combining is applied against further movement in the same Turn. Baltimore.

no one battle is cannot retreat. BLUE 4-8 purposely circles (X) to land on (Y) so that BLUE zones of control will completely surround RED. I f i t had moved directly into square (X). BLUE zones of control. A Division once removed may be returned to the field merely by removing a number of Brigades whose whose combat factors total that of the Division. RED dec~des to move all his Units i n this area. The result of RED-A. No Combat. RED-A is moved its maximum movement factor (4) across the Pontoon Bridge to attack 6LUE. The following examples and diagrams show you direct application o f certain sections of the lnstruction Folder. The result of the 3rd battle called for EXCHANGE. RED is eliminated since all resolved until all Units have been moved into desired positions. RED would treat. Units are not adjacent.1 situation. B R I G A D E SUBSTITUTE COUNTERS Early's Division with a Combat Factor of 8 may be removed in favor of any Brigade Substitute Counters whose Combat Factors total 8. A surrounded Unit 4-8 and RED 2 . such as the step-by-step river crossing procedures. ATTACK Primary Zone: The Situation as i t might appear at the beginning of the Confederate player's Turn. odds against BLUE-A become 12-4 (3-1). Even though BLUE:B and RED-G are still i n cam- bat position. Those lnstruction Folder sections with all-capitalized headings are presented here in the same order o f appearance.A.S. surround RED. BLUE precipitates combat by moving into RED'S zone of control. D are eliminated while attacking BLUE-B. TURNS-Example of a S i n g l e T u r n Each of the 3 battles is resolved one at a time at atta$er's choice. Defender cannot be eliminated i f the Combat Results avenues of escape are blocked by move his Units a t this time. RED. therefore both RED-C. BLUE-A battle called for back 2".G has BLbE zones of control completely If 'result bf combat beLeen BLUE the option to attack BLUE-B instead of BLUE-C. CHANCELLORSVILLE REFERENCE FOLDER This i s not an instruction booklet. I n the 2 . Copyright 1961. BLUE 4-8 moved 3 squares to land on square (Y). BLUE-B has the option to attack RED-G or withdraw i n the Union Turn. Printed in U. D attack BLUE-B at 12-6 (2-1). B vs. BLUE is the attacker a t 4-2 (2-1). RED-C. RED-B aids i n this attack. BLUE Commander moves 3 Units ~ ~ G .2 (4-1). . therefore. but since BLUE-A's retreat is blocked on all sides by impassable terrain (river) and RED zones of control. RED player must remove a number of Units whose combat factors total AT LEAST that of BLUE-C. RED rolled a 6 on the Die (A ELIM). i t could not move to square (Y).4 calls for RED re- Although 3 separate battles are precipitated by this movement. A. BLUE is eliminated. This completes RED': Turn. are included for better understanding o f the conduct of play.R E D 'zone s of control to attack at 8. no Unit may fight or be forced to f ~ g h tmore than once in a single Turn-therefore i t becomes Union player's Turn. The Avalon Hill Company. BLUE-C is eliminated. Table calls for a retreat. but elects to do othemise. G attack BLUE4 a t 13-4 (3-1). In this case both RED-E and F (totaling 5) had to be removed. F. Many examples. RED-E.

Since Boats cannot be moved off Road Squares except into RED water. RED has option to attack at of RED's range.. it took its full move- 12-4 ment factor getting t o the River Square. BLUE is the attacker at 4 . the Boat (on a Road Square) and BLUE 4-4 are sepa- rated. (2-1) tacks at 12-6. BLUE stops on River Square i n one Turn (A) . then procedes on the following Turn (6). RED attacks tack a t 14-6. both Units are to- gether on the River Square. (1-1) . BLUE places RED i n RED's Secondary Zone. BY moving. BLUES Turn (6). 3) BLUE's factor triples. DEFENSE BLUE enters River Square i n one Turn (A) . 2) BLUE's factor doubles.. u 4) BLUE's factor doubles. is not affected by 2. 5) BLUE's factor triples. verse combat results.2 (2-1). . AEDS at. RED at. (2-1 a t 12-9. attack a t 8-4. . then procedes on the following 1) RED's factor doubles. (2-1) A t the end of the same Turn. BLUE must l t s Secondary Zone. RED at- tacks at 12-6. 21 Swim Across a t Fords: BLUE attacks RED Non-Artillery at BLUE Nan-Artillery moves ~ n t o 4-1. Secondary Zone RIVER CROSSING 'fy'fy 11 Swim Across a t any Point: BLUE Artillery precipitated combat by moving into Secondary Zone of enemy Artillery. but is not affected by ad- adverse combat results. being out STOP. (2-1) 31 Cross on Assault Boats: A t beginning of Turn. BLUE.6 (1-3).

A A A A 1) RED moves into adjacent square 2) Combat results calls for BLUE to and attacks at 1 2 . move at the reduced speed of 2 A t the beginning of the squares per Turn. all BLUE units are on BLUE may leave the Woods at its the same side of the river. 4 ) Cross on Pontoon Bridges: 1) BLUE moves 2 squares and must 2) I n its next Turn. both Units leave through a MOVEMENT THROUGH WOODS Road Square. 3 a 4th BLUE Unit stops on the bridge because i t has m o v e d I t s f u l l Movement h A A A A A. MORE THAN ONE UNlT PER SQUARE Y Y Y YY'T'T' n the following Turn. They can move no squares distant. The Bridge is moved to the River Square to complete the Turn. Fort on its following Turn. and must fight a l l 3 RED Units because they are all i n BLUE zones of control. Infantry and Cavalry Units are 2 squares to (X). ment Factor on its next Turn. On its 3rd Turn. full Movement Factor. Units separate since Boats cannot move through squares containing no roads. /< 1) At the start of the Turn. BLUE can only re-occupy fortification through combat. RED moves into factor doubles. STREAM CROSSING MULTIPLE UNlT ATTACK 1 ) BLUES are attacking. the 2) Both Units move an add-itiona 2 Factor.4 (3-1). CAPTURE OF FORTIFICATIONS BLUE HQ swims across and "constructs" the bridge. On 'the following Turn. (A) and (B) are ac- comolished i n the same Turn. . 2) RED must stop on the Stream 1) RED may move its f u l l Movement Square. BLUE may only stop on the first brown square. Their combined basic Combat Factor i s 12. Usually there is no point i n Boats following on the opposite Shore. BLUE'S retreat 2 squares. Turn. The Infantry moves further since the lnfantry Unit has 2 squares to join the Cavalry Unit. moved its full Movement Factor. It may move its f u l l Move- Factor.

Other examples: 16-9 converts to 1-1. A ELIM: All attacking Units are eliminated. E X C H A N G E : An even elimination of combat factors. if the odds are 2-1 and a 1 is rolled. Fractions are ignored. If a Unit cannot move back 2 squares because of blocking enemy zones of control or rivers. RED-B has the option to attack or (10f12 x 3). RED-NA mav be attacked Combat Results Abbreviations on following Turn. to sacrifice Blue Unit (A) to one of the two Red Units (12-4) at odds of 6-36 lined up directly under the attacker's factor. This is called "soakingoff" to give done. Instructions on the use of RULE-D are printed right on the Table. The number rolled is matched up with the basic odds comparison to get the result of combat. or BLUE-A does not move. nor are RED-A and BLUE-B. . that Unit is automatically eliminated. BLUE. RED'S must attack at 14-4 (3. i n this Turn. combined combat factor in defense to 66 EXAMPLE: Suppose battle odds were 16-6. 2) RED-A's have option to attack at For instance. Results adverse to RED-A's ignored. thereby tripling its cannot attack RED-B because both have odds by way of division. 6) RED-A only attacks BLUE-A. is withdraw. un-blocked routes are available.removed by 8) RED-NA must attack BLUE. 3) BLUE-NA's must attack RED-A's If it becomes difficult to convert battle odds to basic odds you at 4-2. "6". or triple value according to terrain. a heavy black line appears next to the "2-1" odds line the remaining Blue Units better odds on the Combat Results Table. may use either RULE-A or the simple formula on which RULE-A is based: Merely divide the lowest number of the battle odds into the highest number and use the first digit of the answer as the highest figure for the basic odds comparison. etc.A at opponent. results adverse to RED-A's ignored. total combat factor is M O R E than that of the Units removed by opponent." When this is (1-6). Therefore. primary zone on its next Turn i f B A C K 2: All losing Units are moved back 2 squares in any direction. "16. Results adverse to BLUE-A 9) BLUE-A attacks RED-A at 4-2. Blue commander decides top of RULE-A so that the defender's combat factor. 7-2 (3-1). BLUE'S Combat Factor doubles. etc. 2-4. if battle odds are 24-11 you divide 11 into 24 which goes a little better than 2 times. If the black line Red (10-4) at 30-30 (1-1). COMBAT RESULTS TABLE I f the above situation is like this after Both REDS have holed up on a fortified RULE-A is used only if players do not wish to reduce battle both battles have been resolved. therefore they cannot be engaged i n the same battle.1). To resolve. A Unit forced off the board is also eliminated. 38-12 is 3-1. 2-3 is 1-1. therefore basic odds become 2-1. 23% :Eg "'A Battle is resolved i n one step: BLUE would attack both RED Units at 7. at 2-7 (1-3). BLUE-A and RED-C are not in each other's zones. 9-3 converts to 3-1. the defender's factor computed at original. Blues attack reduces to a 2-1 basic odds comparison. player with F E W E R combat factors RED-NA at 4-7 (1-1). RED-NA may enter BLUE-A's D ELIM: All defending Units ark eliminated. at NA's move adjacent to RED-NA. combination of directions determined by W I N N E R . already fought once inthis T ~ ~RED!^ ~ . Both RED Units would attack BLUE at 7-7. The Table and instructions on its use are printed on RULE-D. 4-15 is 1-3. are ignored. appears next to more than one basic odds figure. combined combat factors total AT LEAST that of . 1) RED-A's attack at 2-3 (1-1). use the higher Secondary Zone: figure of the two. N O T E : The winner cannot f o r b Units to retreat into areas mentioned if alternate.7. all defending BLUE-A's attack at 3-2 (1-1).) Next-the Die is rolled once by the attacker. BLUE-A mountain square. Since this exchange of combat factors does not always work 7-4 (1. 4) Combat not allowed until BLUE. Primary and Secondary Combined: 2) BLUE has a choice of dividing combat into the only two possibilities shown.the Units . . NOTE: An example of how an EXCHANGE works is given in the section on TURNS. combat players must first convert battle odds to the basic odds comparisons appearing on the Table (4-2 battle odds would convert to 2-1. Results ad- verse to BLUE-A are ignored. Units are eliminated. a player sometimes must remove a number of Units whose attacked. BLUE-NA cannot be BLUE-NA and RED-NA cannot fight out even-up. a 16-6 battle situation against the other Red Unit. Place RULE-D on Turn.1). double. 5) BLUE-A attacks RED-A only. 7) BLUE-A has option to attack When an EXCHANGE is rolled. For example. removes all his Units--other player removes a number of Units whose NA cannot attack.

has ordered them to reach a ment so they may cross as quickly as possible later on) and decision on the Rappahannock-they may not withdraw. they do not have sufficient numbers to absolutely be punished most severely at the river crossings at worst. To the east. but boasts no fords. as the enemy can Fredericksburg. Since the preferable to a last. Cutting him up and defeating him in detail is highly Virginia is the line Rapidan-Rappahannock Rivers. Crush any attempt at crossing the river. indeed. and preclude crossings further west or east of the town. can be roundly defeated there at best. the enemy is careless enough to allow an initial crossing im- the Federal Army of the Potomac must immediately move to mediately above Fredericksburg. Fredericksburg. . to force the enemy to break Federal problem can be stated as in two parts: his sword against entrenched positions in and around 1. pleased that they have outwitted distant from Fredericksburg. with sufficient strength. burg. in view of the fact Federal Command has the advantage of overwhelming power. particularly in the areas. however. the enemy manages to hole dp. immediately and the Confederate Command is. by easily defended hills at its base--the salient in and around the Confederate defensive problems can be stated as in two Fredericksburg. however. probably retreat for a last stand in and around Fredericks- power. therein lies the most enemy. of necessity. Getting and staying across the river in force. when Federal forces are across the outclassing their rivals at nearly two-to-one in terms of combat river. a premature tested river crossing. the Federal troops must pierce the east and west does an assault in the center become realistic. wise to attempt to create a fluid battlefield situation south of The river line is long and although enemy forces can (if the line Rapidan-Rappahannock. attempt to defeat the enemy in detail while taking care that the force remains a whole and can always THE BASIC FEDERAL STRATEGY: 1n broad terms. It would be pointless to with- they are competent) preclude a crossing shortly upstream from draw to the Fredericksburg area too early. the remaining two-thirds to screen the center and mount the Thus the Federal Command is pressed to take the offensive main crossing. likely potential battlefield area. it would not be Neither will be easy. Richmond. enemy to effectively seal off such an operation and thus isolate must substantially complete operations before the 25th time a disproportionate share of Federal forces. obviously cannot take direct offensive action in this locality at The wisest course is to use approximately one-third of the this time because of the massive strength of the opposing army on the inactive flank (although with some bridging equip- forces. To the west. inflict maximum casualties on the enemy and to attempt to preclude any massing of his forces in or around Fredericks- THE TERRAIN: The dominant terrain feature of this area of burg. can be very bloody and care holing up puts all initiative in Federal hands and completely must be exercised so that the opening power ratio of two-to-one removes the possibility of Confederate exploitation of Federal against the enemy is preserved for their final destruction. The town of Fredericksburg is If. 2. Once across. The have obvious advantages and disadvantages. able but the area is more open and closer to Fredericksburg. The area to the left of the area is properly parts: dubbed The Wilderness. mistakes. no fords are avail- and outfought the Federal troops to this point in the war. salients (lines of defense). formidible line of the Rapidan-Rappahannock Rivers. The trace of the Rappahannock forms several natural use of artillery. great speed and daring must be employed to committed to the Strategic Defensive. that the enemy is careless enough to completely split his forces To achieve their mission. Failing in that. fix the There are two general flanking choices-east or west. one of which is further enhanced THE BASIC CONFEDERATE STRATEGY: In broad terms. The area downstream from Fredericksburg is more open. more fords are available but they are more The Confederate Command. center. that an adroit enemy will. 2. Final destruction of the enemy. Even if settle the issue of the rebellion at the earliest possible moment. CHANCELLORSVI LLE HISTORICAL SUMMARY AND GENERAL NOTES GENERAL SITUATION: Severely pressed by Washington to A flanking action seems to be the only course open. the withdraw. Both Confederate forces into position and destroy them rapidly. grand assault against a well-entrenched Confederate forces are south of the river. Unless the enemy is extremely careless. by chance. Any con. it is still possible for the destroy the Confederate Army of Northern Virginia and. being cut up by jungle-like wooded 1. then the siege to the right of center of the potential battlefield area and on operations must be conducted with great care and maximum the river. Only in the event period. Further.

Grimn Then. however. Il-Couch low Fredericksburg was late starting and poorly managed. At this point. in a series of retrograde steps. Stuart Beckham mand expected an assault either at Fredericksburg (the site of a bloody Federal repulse some months before) or east of it.HQ'plus paxion.. in a loss of resolution that still defies explanation. the Wadsworth Robinson Federal Command decided to build defensive works around Doubleday Chancellorsville. W. BRIGADE SUBSTITUTE COUNTERS-Supplemental Counters. UNITS I l.H. Hardaway While the enemy enjoys great superiority.HQplus Gokdon. McLaws Div. o n l y Thus. Federal forces could have taken the field because Pleasonton of their superior strength. taking the heights west Gregg Buford of the town and actually were proceeding toward the Con. Geary Even then. 0-8 fi-fi Then. IIC Hancock Confederate Command reacted quickly and. This advantage must never be lost. extreme ARMY OF NORTHERN VIRGINIA-R. Williams tinuation of the attack the next day. I-Reynolds DIVISIONS BRIGADES . ever perpetrated. dolston'~iv. Hoke. the Union Command swept around the western flank with great force in a very short period of time and UNION UNlTS presented the Confederate Command with the unpleasant ARMY OF THE POTOMAC-Hooker HQ-0-8 CORPS INFANTRY ARTILLERY C A V A L R Y FACTORS spectacle of a massive army in its rear and within miles of its communications. bridges and force the enemy Early to detail disproportionate numbers to secure rear and crossing Andrews Colston areas. A planned Federal demonstration at and be. In spite of overwhelming V-Meade VC force at their disposal. N~cholls. the mass of the Confederate lllC forces moved to the Federal positions at Chancellorsville and Birney Berry generally located themselves east and southeast of the Federals. the Federal forces east Averell of Fredericksburg succeeded in crossing. Rod'es Div.F. Confederate Command took the Sykes Humphreys dangerous step of dividing an already inferior force and sent VI-Sedgewick General "Stonewall" Jackson around the Federal positions in VIC a wide sweep and launched an attack against the western side Brooks Howe of the Federal positions. Smith. Jones THE REAL CAMPAIGN: In real life. Gibbon decisively. Leaving small units to contain the correctly diagnosed French Ill-Sickles demonstration at Fredericksburg. Actions which involve even exchanges of Cutt Mclntosh casualties aid the enemy. Lane ~ r b h e r hoba as. HQ blus D'Neal Doles l v e r s o n ' ~ o l ~ u i Ramseur. CONFEDERATE UNlTS In the event the enemy can force a crossing in the west. Walton Anderson ward) action is carelessly handled. HQ plus Kershaw ~ e m m e sWoflord Barksda1e. Schurz General Jackson was mortally wounded by a Confederate sentry and the resulting confusion precluded a successful con. LEE HQ-0-8 CORPS INFANTRY ARTILLERY CAVALRY FACTORS care must be exercised to insure that the remnants of the Con. back across Reserve (no counter) the line of the Rappahannock. Newton Jackson's attack came home in a perfect enfilade situation Burnham and routed the Federal Corps emplaced in that area. Il-Jackson A prerequisite for attack actions. DIVISIONS BATTALIONS UNITS federate force can be withdrawn in good order-roads are few I. Eventually. Hill Walker this advantage must be made. Lee. In the west. Whipple Minor actions then took place. Confederate forces are definitely on interior lines in the ORDER OF BATTLE center and east. Lee. must be the near. P.Stuart Dtv. Federal Command did not attack. An excellent example would Rodes Carter be use of cavalry to destroy boats. Jones. I/Q plus ~ k t hPender McGowan.E. more westerly fords were not even outposted.Longstreet Alexander and can be easily blocked by the enemy if a retrograde (rear. HQ plus F. ti In what is still called one of the most brilliant flanking actions Early' D~V. Hays. it is almost impossible to get on interior lines (in a position which can be defended) short of the center of the river line. H/II Div.. Morris federate rear when Federal Command at Chancellorsville lost Artillery heart and withdrew. in a famous decision. the entire army was located in that area. the Confederate Com. P. Warren. it is entirely possible McLaws Cobell to entice him to split into smaller parts and thus nibble at him. 2 Assault Boat Detachments .. Nelson certainty of victory. Use as a check against Counters that may get lost. Confederate command had again reeled back a vastly superior 6 Pontoon Bridge Detachments enemy. Many of the Anderson Div HQ plus Mahone Posey Perry Wilcox Wright. as events proved. Brown Time is definitely on the Confederate side and every use of A.h. Panic XIC ensued and only the denseness of the woods in the area saved Devens von Steinwehr the Federal forces from a devastating collapse.

Note... have zones-of-control? A: No. . The unit is automaticallyeliminatedat the end of the tum. could a zones-of-contrd: unit in a fort that is requiredto retreat two hexes Q: Do DISRUPTEDcombat units have a zone-of- move one hex out of the fort and then move one control? hex back INTO it? A: Yes. Units retreated in combat may not par. quadrupled? Q: May units retreat across a stream via a road A: DOUBLED only! (See C.' may it occupy the fort in the event it defeats those enemy units Q: What is the movement point cost for moving even though it would NOT be exiting via the into a river or stream hex? proper 'exit hex?' A: It costs one movement point to enter each A: No. Only 'combat units' have any type of a Q: May units retreat through a hex containing zone-of-control..1 .. (See 'Unit Types. NOT attacked.3) friendly units stacked to capacity? A: NO1 (See 'Explanation of Combat Results' on Q: Do units in woods hexes that are attacking the CRT card. are fortifications also in- ing combat..I . It must then stop. the ad- M:.. Q: May units using Road Bonus cross a Pontoon however. Units forced to retreat may not re-enter the hex it occupied nor may it move through or Q: Do Assault Boat and Pontoon Bridge units enter the same hex twice.. . Units cannot cross the PB at the regular rate.) enemy units in clear terrain have to attack ALL enemy-occupied clear terrain hexes to which Q: If a unit is retreated in the Defensive Fire Phase.p. federate Counters. M~~ After combat Q: Since the loser retreats his own units. (See VI.8) hex? Q: When using Optional Rule Ill-Inverted Con- A: No: "other terrain in the road hex applies dur.F. I. Therefore. may it participate in combat in either the offensive Fire Phase or the Regular Combat Phase? they are adjacent? A: Yes. then Q: When an infantry or artillery unit is in a ford resume Road Bonus movement. (See VI. . the unit may NOT advance. . I + Second E . that the enemy unit could simply enter at the regular rate. .p. Consult the body of eliminated HQ's hex at the conclusion of combat? the rules for more specific commentary: A: No.7) Bridge at the Road Bonus rate.7) Miacellanewr: RULES OF PLAY A: No.APPENDIX Below are listed some frequently asked ques.-~.' p. vance after combat rule.. Therefore. una:. then continue on land at the the HQ unit's hex during movement if there were Road Bonus rate? no other friendly HQ units in the hex from which it A: Not A unit may only move ONTO the Pontoon enters.L:II I.. The 'exit hex' rule has priority over the ad- type of hex.3.. (See 'TEC hex and attacks enemy units in an adjacent hex Notes' #21 which is NOT that ford's 'exit hex. Q: Are units defending in forts on hills doubledor ticipate in any further attacks in that turn. vance after combat rule does not apply. 'enemy unit have the option of advancing into the tions on the rules of play. A: No.. -L:---II..E." verted? Q: If any enemy combat unit moves adjacent to A: No.p. I ..

necessary to memorize these rules. I f he THE GENERAL merely sits back i n a patsive defense. facilitate recording unit positions should the need arise. THE UNlT COUNTERS REPLACEMBNT PARTS I and daring of the Confederate leadership. Ford is in hex T-24. War two years earlier.er questions regardin play of this game. Colonial Composi RULES tinn Rdtimnm hRsrulsnr4 OF PLAY take the time to answ. Falmouth at HH-33. To find a specific hex location. the aim of u n i t l commander The GENERAL is Avalon Hill's bimonthl) superior numbers of Union arms will grind him magazine for game players. Sometimes deals offer a% off various replacement part more than a few words are required t o express a ONLY to GENERAL subscribers. and hobby news an limit expires. How can yo1 simple and easily understood concept. the GENERAL ha of Play are a REFERENCE t o be consulted stood the test of time. Avalon H i l l games many-fold with i . Thomas N chancellors^ille Shaw. Specia what may look like a lot of rules. These The die-cut. results i n the engagement has been blamed on the lack of Union initiative and the brilliance 6. Outnumbered at i n the battle. Baltimore.. On the other hand. Increase your enjoy when questions arise during the actual play of cavalrv 1/1 ment of CHANCELLORSVILLE and othe the game. The lack of decisive found on the Terrain Effects Chart (TEC). Printing: MonarchServices. a little more than one mile. unit counters. Contained on the counters (inter- DEPARTMENT The Avalon Hill Company better than two t o one and faced with an changeably called units. Doubleday. the actual military formations that participated stamped. Marylanc enemy that could bring large forces t o bear at counters) is certain information needed to play -'?14. send a same qualities or failings may very well charac.00 a year? . A complete explanation of panied by a self-addressed envelope con re-creates the battle that almost ended the Civil the terrain symbols used on the mapboard is taining first class postage. hints on tactics anc of the Confederate player. Maryland. and Hancock: '1' (not (called 'hex' for short) represents a distance of McGowan (CSA). For example. Combat Units: only same of the regular features. Reed.1 lose when all of this costs only $5. Superim- 1.00 towards t h ~ GAME BEFORE. Rodes MQ (CSA): '2'. THE MAPBOARD ERRATA: Note the following errors in printing The mapboard repreants the area of eastern boards and counters: Virginia where the battle was fought. don't be overwhelmed by purchase of all Avalon Hill products. Contests. Each hexagon Robinson.S. and . Need opponents type of uni- t o pieces. All named crossings arefords. ' . product reviews.'H'. C. INTRODUCTION CHANCELLORSVILLE is a war game that Kelly's Ford at C-3. cardboard unit counters represent For current replacement parts list. regulate movement and combat. It is not artillery 1. r any one of three fronts the burden of decisive the game: action rests with the Confederate player. game desigr theory. I n every issu~ IF YOU HAVE NEVER PLAYED A WAR- you'll find a coupon worth $1. historical articles. Baltimore. GAME COMPONENTS Noncombat Units: A. NOT system is printed on the mapboard edge t o T-23. Mapboard: U. The Union player strategy? You'll find all of these things an( I more i n each 34 page. One reading is enough foundation t o begin play. but ONLY when accom I. Reed Components Re-design: R. The Rules Since its inception in 1964. 11. cross-index a lettered hexrow with a numbered hexrow. profuseby illustratac must act quickly t o bring all possible strength t o bear against the Confederate forces to reduce Combat ~ t r & t h k Movement Allowance issue. or 4517 Harford Road. located at hex R-28. DESIGN CREDITS Game system Re-design: Randall C. Playtesting: Interest Group Baltimore. '2'). world-wide opponents-wantac them t o the point of collapse before the time UNlT TYPES: advertiments. A coordinate 2. Chancellorsville is 'TIME NOW' ' TIME NOW 1 pany. time is on the side rules interpretations. Counters: Subscripts for Command Control posed over the map is a hexagonal grid used t o Optional Rule should be as follows: Wadsworth. self-addressed envelope to: PARTS terize a victory in this game.

Move off of the Assault Boat and continue combat rules. Each unit (or stack of units) is moved individually. he may move some. from turn to turn or from unit to unit. with the Assault Boat. Control'). RESULTS TABLE i s used to resolve combat C.Reserve Artillery Fire Phase are resolved as provided by the hexes containing other friendly units so long as 'approach hexes' (the two hexes at either end combat rules. NO movement. SWlM AT ANY POINT (HQ. The 'Time Now' counter is advanced one bonus rate (see below). I n the same Movement Phase an two-hex range as provided by the combat rules. A unit may the next friendly Mwement Phase the unit may Combat'). allowed. b.Representsthe basic offensive and defensive strength of a given unit.Cavalry Corps Potomac . moved again. movement. Artillery Fire.e. CROSSING RIVERS: (RAPPAHANNOCK stream if such a hex is occupied by ANY other results on the units involved. Union Defensive Artillery Fire Phase: Union H. FOR QUALIFYING used Movement Points may not be accumulated Confederate artillery may attack Union units CONDITIONS. Movement Phase: Confederate player may G. Once a within a two-hex range as provided by the unit has completed its movement. d. the Movement Phase. . Movement is calculated in terms of hexes. Each unit expends a certain number of MOVE- Each turn is divided into two identical player MENT POINTS from its MOVEMENT (POINT) SEGMENTS: the Union player Segment and ALLOWANCE for each hex it enters.Confederate Army of Northern 1.. Virginia move all. The COMBAT cross rivers via Pontoon Bridges at the road river hex with the Assault Boat. CAV only): UNIT SIZES: 3.e. type of unit. CONFEDERATE PLAYER SEGMENT maximum allowable number of friendly units. Refer to the TERRAIN EFFECTS CHART (TEC) for a complete explanation of eadquarr avalry I YES YES first in each turn. NO movement by either side on a road. opposite approach hex and continuing normal North Virg.Battalion NO movement. movement upon entering certain terrain types. and Regular Combat PHASES. CHARTS AND TABLES twice their normal Movement Allowance i f they 4. SEQUENCE OF PLAY A. I n any given Movement Phase of a player's orse A. or move up or down the river ONE hex. No enemy movement is permitted during a 1. Regular Combat Phase: All attacks by Con. The Union player Segment is always Movement Points dependent upon the terrain in those hexes. Confederate Offensive Artillery Fire Phase: (See TERRAIN EFFECTS CHART). tracing its movement path through Pontoon Bridges "CC. Units may NOT downstream and must end all movement on a the passage of game turns. important to play. Different SWIM A T ANY CROSS A T FORDS CROSS I N ASSAULT CROSS ON the Confederate player Segment. E. It may only move one hex allowed (EXCEPTION: See 'Movement After adjacent t o any enemy combat or HQ units The TIME RECORD CHART is used to record Combat'). Remain on the Assault Boat in the same The card provided with the game contain charts move along contiguous road hexes. relocated from its final position. ance. units. (i. INF limitations of the movement rules. 'corrected' or otherwise allowed. The TERRAIN EFFECTS directly from one road hex t o another road hex Offensive Fire Phase are resolved as provided by of the same road). MOVEMENT units may cross the rivers by one or more of the 111. The Movement Allowance of a unit is Confederate artillery may attack Union units stated as a certain number of 'Movement following: within a two-hex range as provided by the Points. of the ford symbol) and ends all movement. allowed. BELOW. during their Movement Phase. I n the next friendly Movement the basic. The exact sequence of play as the various types of terrain and their 'entry lfantry outlined below is followed for each turn of the costs'. I n XXXX . methods listed below: CHANCELLO RSVIL L E is played in TURNS. CROSS I N ASSAULT BOATS (HQ. below).. C. completion of one game turn. Units may never enter hexes containing movement. or all of his -rtillery VFC 1. Second Corps. towards the Potomac the combat rules. UNION PLAYER SEGMENT Segment. No combat of any kind may take place i n off the river at its normal Movement Allow- XX .Brigade artillery may attack Confederate units within a the next friendly Movement Phase it may move XXX . changed. maximum distance a unit may move 3. NO movement by either side Movement Phase on a road hex may move up to movement normally.Regiment two-hex range as provided by the combat rules. provided they have sufficient Movement Points infantry or headquarters unit enters the river to enter each hex and are not required to end hex containing the Assault Boat and ends all MOVEMENT ALLOWANCE .Union Army of the Potomac 0. NOTE: Assault Boats may not move down- situations and explains the effect of those box on the Time Record Chart signifying the J. II C. Different types of N. only): The Assault Boat counter moves from a COMBAT STRENGTH .Corps I II . Unit enters river hex and ends all movement. or city hex. D. . by either side. end their Movement Phase c. River) on the river. NO movement. hannock Rivers are the major obstacles t o movement on the mapboard.Represents NO movement by either side allowed. A unit may not exceed its Movement Allowance in any single Movement Phase. Pontoon Bridges (if any) within the limitations YES* of the rules. Movement Phase: Union player moves all. 4. not move onto or through a hex containing the move off the ford hex by moving to the CAV . . they do not exceed their STACKING LIMIT in I C. etc. CROSS A T FORDS (all combat units): Unit ABBREVIATIONS: Union units that did not attack in the Offensive F. Units may move through different types of road hex t o an adjacent river hex and ends all which is stated in terms of 'Strength Points. move federate units that did not attack in the river hex. Un- 2. Move. I n Etc. types of hexes require different expenditures of TYPE POINT BOATS PONTOON BRIDGE! for ease of play each Segment is divided into Movement. Union Offensive Artillery Fire Phase: Union player's Movement Phase. allowed (EXCEPTION: See 'Mwdment After doing so (see 'Stacking'.Division II . by eithei side. it may not be combat rules. Phase the combat unit may do one of the in a turn. some or none of units within the enemy units (EXCEPTION: See 'Zones of 3. none. AND RAPIDAN): The Rapidan and Rappa. Confederate Defensive Artillery Fire Phase: "SEE RULES. or none of his units and emplaces each individual hex. and do not move and their effects on movement and combat. C. by either side. Regular Combat Phase: All attacks by 2. one hex CHART (TEC) explains the mapboard terrain DOWNSTREAM (i. m some. ROAD BONUS: Units that begin their a. village.' artillery may attack Confederate units within a terrain hexes in the same Movement Phase movement.First Corps. Furthermore. 2.' I. rtillery game: B.Army X . Friendly units may move through or onto enters fordlriver hex frbm one of the two R .

As many units as possible may move into an 1. on board in such a fashion that the approach 3. c. those enemy units t o which they are adjacent. Pontoon bridges that are used by other number of brigade counters whose Combat 2. units are counted if they are traveling over an F. rounding DOWN in favor of the de- 1.. EXAMPLE: Two Union infantry divisions total- Combat Strengths equal that of the division ling nine Combat Strength Points attack the land. are treated as road hexes for movement Regular Combat is discussed first. or -fort hexes a river hex at any one time. Convert these totals into a ratio of attack- K. city. These brigade counters are a. units of any kind in a hex at any one time. EXCEPTION: Units in woods. Separately total the defender's Combat removed from the mapboard at the end of the stacked in the same hex along with their Strength Points and the attacker's Combat f. the mapboard they may move and operate zones of control of enemy units unless accom. The Pontoon Bridge counter must be placed at any one time. Units in non-woods. attacked by artillery fire when in a hex by fender. i n any manner he desires providing the follow- symbol on the counter must be properly they must attack all adjacent enemy units that C. The player yields a result of ' A R T (attacker must retreat directly t o an adjacent clear terrain-road hex. PONTOON BRIDGE AND ASSAULT normally. units): (more than one unit perhex) a. I f they do bttack. c i t y . ment can only be changed by re-emplacing the adjacent to enemy units i n those types of hexes Bridges or Assault Boats conveying regular units Pontoon Bridge as outlined above. more than 22 Combat Strength Points in a hex woods. units. HQ units are automatically eliminated if Points. however. I f enemy units move adjacent t o or into a the Regular Combat Phase: units t o cross rivers may not move in the same Strengths total that of the division counter hex occupied by a headquarters unit. but have the option t o do so. Bridge in the turn of emplacement. This align. end all movement. non. not additional. A L L enemy units that are in friendly Friendly Combat Units have a limited zone of via the approach hexes indicated by the position controlled hexes must be attacked. but unit and a near-shore land hex. Emplaced Pontoon specific defending units they are attacking.) should note.. Attacking units must be adjacent t o the when crossing the Pontoon Bridge. (INCLUDING headquarters units) may occupy a. 2. or fort hexes. Hexes in a all situations where friendly combat units are in 'r cross-indexed with the 1-1 odds column units may leave a river hex only by moving unit's zone of control are called 'controlled the zones of control of enemy units. They may not be emplaced until a even during the Movement Phase of a player D. or fort hexes are not enemy units in different hexes. Strength Points involved in the attack. EXCEPTION: Pontoon Bridges and Assault A. Headquarters units may never move into the emplaced on a river hex at any one time. unit constitute that unit's ZONE OF CON- are always conducted before the Regular Com- bat Phase. the Pontoon Bridge may be emplaced by simply 2. CONFEDERATE: The Confederate player 1. it is turn. Bridges. When several units in different hexes attack may be added to stacks of units without 3. city. BRIGADE SUBSTITUTE COUNTERS coltrol consisting of only the hex they occupy. A L L friendly units that are in enemy do not count for Stacking purpose. All friendly units i n enemy zones of control Only those friendly units directly adjacent t o a friendly combat unit occupies the opposite Segment. EXCEPTION: Only one Combat unit ing conditions are met: aligned t o show the two approach hexes used are i n their zones of control. Headquarters units are ignored for required t o attack adjacent enemy units. cedure is followed for each attack situation in ment. only move along road hexes. being substituted. howver. NOTE: Any number of headquarters units control adjacent woods. that may ENTER the hex occupied by headquarters hexes into more than one attack. division headquarters counter. 3. The pontoon may divide combat into more than one attack stacking purposes. time is limited as follows: E. friendly A. All such brigade counters must be in VII. on that enemy unit. 6. Friendly units may not divide combat larger divisionsize units. No enemy unit may be at- river hex. Headquarters units cannot block retreat against several enemy units located i n one hex e. b. A division counter that has been removed 4. The road does TROL. or fort hexes control moving it from an adjacent road hex t o the the hex they occupy and any adjacent. Roll the die and cross-index the die roll number with the combat odds column Boats may move from a clear terrain-road hex directly t o an adjacent river hex. Players c. subject t o Stacking units i n enemy controlled hexes must attack EMPLACED before they may be used to cross limitations. Brigade substitute counters are supple- ters without stopping. Units crossing rivers on Enemy units may move adjacent t o headquar. During the Regular Combat Phase. Units OUTSIDE of these hexes DO NOT Phase. Since Artillery Fire combat is rounded down to 1-1. All friendly units entering enemy zones A. Zones of control DO NOT extend into 2. city. panied by regular combat units. . The Confederate required to end movement. must attack in the Regular Combat Phase given enemy unit may participate in an attack shore land hex adjacent t o the river hex in B. B. a gir.. whose Regular Combat Phase it is. NOTE: Movement along roads is defined as the same hex for removal. not have to lead into the river but may parallel of control must stop. They are automatically eliminated if into more than one attack. or -fort hexes. Stacking limitations apply at A L L times. RESOLVING COMBAT: the following pro- used normally in the turn following emplace. Results Table. city. at any time. 4. The six hexes directly adjacent . rivers. He may enemy units retreat through or next t o the hex 7. Note. is considered two hexes). The Confederate player may. and the Regular Combat Phase of a player's turn i n EXAMPLE: In the above example. city. which is the 'combat hex of the same road. COMBAT Confederate cavalry division with a Combat There are two types of Combat Phases. city. After determining the combat odds. Units I N woods. controlled hexes must participate in an attack. a die roll of it i n this case. 1. Pontoon Bridges and Assault Boats may may be returned by removing from the map. This is stated as a ratio of 9 6 moving from one road hex t o an adjacent road need not belong t o the same exact division they of Play section. woods. Units may cross an emplaced Pontoon Bridge Phase. enemy units bat against adjacent enemy units in separate mental. UNION: The Union player is limited t o two hexes are not forced t o attack adjacent enemy friendly unit occupies the opposite-shore hex. The number of units allowed in a hex at one of the Friendly Player Segment. hexes'. or fort b. have the OPTION to do so. NOTE: Only ONE Pontoon Bridge may be enemy Regular Combat Phase. when moving on board a number of brigade counters whose themselves. CROSS ON PONTOON BRIDGES (all V. er's Strength Points to defender's Strength BOAT ROAD MOVEMENT: 3. that Artillery Fire Phases the proper combat odds column on the Combat 3. Further. Once placed on 3. Emplacement: Pontoon Bridges must be C. the attacker shore land hex occupied by the friendly combat penalty. Friendly units i n one hex may divide com- Pontoon Bridges incur NO delay and are not 1. hexes of the counter consist of the opposite. Pontoon Bridge and Assault Boat attack those adjacent enemy units. Units i n woods. No unit may attack more than onua in a is limited t o any number of units totalling no player Segment. but such d. must attack those units in the Regular Combat b. It may be break down a division into brigades. D. Brigade counters and Artillery Fire. tacked more than once in a Regular Combat c. HEADQUARTERS units unaccompanied by by entering and leavingthe river hex containing it emplaced Pontoon Bridge. player may use brigade counters in place of units may not RETREAT across Pontoon units but must stop. or across a Pontoon Bridge connecting two road hexes of the same road. (Village and City hexes are t o substitute for besed la@y on Regular Combat principles. STACKING controlled hex t o another. Regular 2. or fort hexes: units. 5. I n the same Movement Phase in which the 1. the other player is considered 4. of the pontoon symbol. routes. enemy controlled hex. odds' for that particular attack. as outlined in the Sequence Strength of six. which the Pontoon Bridge is t o be emplaced. substitute a single division counter with a they occupy. REGULAR COMBAT: Combat occurs in t o obtain a result for that attack. No units may use or occupy the Pontoon 2. counter. the DEFENDER. 4. locate purposes. Units may not move from one enemy the ATTACKER.

C. EX. epply those results to the attack. EXCEPT river'and city hexes. advance into the fort at' the end of the Regular bat Strength of '1' when attacked in an b. Bridge or Boat units in the same hex with 9. both sides set up their Defensive Fire Phase AND defend normally in be initiated. Boat units assume a provisional defensive Com. zone of control of an enemy unit that is NOT A. and Stuart HQ) and horse artillery unit 3. 5. retreated in the Offensive Fire Phase. enemy units within two hexes providing there is freely use EMPLACED Pontoon Bridges to ONLY. the route most RESTRICTIONS River. Units may not move adjacent t o enemy 2. Both Artil. INITIAL UNION 3. all Night Restrictions apply C. ADVANCE AFTER COMBAT: Attacking the CRT. NOTE: For the purpose of determining the Combat Phase. if they are occupied by To simulate the successful surprise move those enemy units in the Regular Combat Phase B. EXCEPT cavalry and horse artil- player whose Fire Phase it is.' 4. Forts may be positioned. VIII. These units DO NOT have t o trace a path lery Fire Phases are conducted and resolved hill. determining combat odds. The Confederate player may never 'capture' Additionally. Play commences after all units are placed on no intervening blocking terrain. were their own. TERRAIN EFFECTS ON COMBAT: Con. The Union player may move normally with- 6. may be placed anywhere south of the Start' instructions. however. play commences. I f adjacent at the beginning of a adjacent units but have the option (as in woods the mapboard FIRST: Fire Phases are executed at the option of the night turn. Beginning the third turn of the game. or terrain restrictions (i. regardless of terrain. any a. When by themselves in a hex. Forts may be voluntarily destroyed at the TX. Artillery units ignore ADVERSE combat 2. Artillery Attacks in the Artillery Fire Phase: BOATS: must be placed on road.d. I f they do attack. NO Combat. any units are moved. attacking i n their proper Artillery Fire Phase. or city terrain. A single artillery unit may not attack more of a friendly Regular Combat Phase PROVID for EACH attack in the Regular Combat Phase. or city terrain. One Pontoon Bridge may be located (al- units in the first two game turns. I n tracing the two hex range. Artillery units attacking i n the Offensive C. in woods. Rappahannock River hexes at the end of the Artillery units have the option to attack in their any type of terrain at a range of two hexes last game turn count DOUBLE their normal proper friendly Artillery Fire Phase. but may Road Bonus for their first two night turns north of the Rappahannock River hexes. The Confederate player may not move any attacked by other uninverted friendly units in 5. During those turns signified on the Time 1. Units in Forts are never required to attack A. than one enemy occupied hex per Artillery Fire ING the combat unit is not also adjacent t o any X VICTORY CONDITIONS 8. through d. cedures outlined M o w : Segment. the mapboard. BOTH sides may use captured Forts as if they 1. They may attack Pontoon Bridges or Assault Boats. artillery attacks are Pontoon and Boat units are simply removed at least a 4-1 ratio of Union Combat Strength of the effects of various types of terrain on resolved using the Regular Combat method of from the mapboard. village or city hexes. lnverted Friendly artillery units in enemy 4. FORTIFICATION (FORT) COUNTERS: Regular Combat Phase. Note. that can trace an unobstructed path of hexes to combat as those combat units. regardless of terrain or the number of Bridge or all Confederate units NORTH of the Rapidan- c. and NIGHT. Artillery Fire Phase are inverted after they fire CEPTION: See Initial Union Movement section F. at the end of the Regular Combat Phase. No Road Bonus movement is allowed. CONFEDERATE: The Confederate player Friendly. B. The Union player then places his units friendly combat units and are not adjacent to around the Confederateleft flank by the Union if other friendly units attack them. Lee. Thereafter.. Artillery units may not attack units at a Artillery Fire Phase or Regular Combat Phase. woods. Union units or those i n enemy zones of control. The fort is simply removed from A m y . Fifteen fort counters may be placed any- where south of the Rapidan-Rappahannock controlled hexes are not required t o attack beginning of a player's Movement Phase. I f unable to move because of enemy units 1. APRIL 29. APRIL 30. F. He may never use Assault Boats. m. Phase. the planations of the various combat results. Destroyed A. st be placed south of the Rapidan- never forced t o attack in the Artillery Fire however. Points compared t o Confederate Combat combat. NIGHT. NIGHT of hexes off of the south edge of the mapboard BEFORE the Regular Combat Phase of each if they are north of the Rapidan-Rappahannock player Segment. I n all other respects. Units in Forts DOUBLE their Combat units on the mpboard by following the pro- the Regular Combat Phase of the other player's player Segment are ignored. 2. UNION: The Union player wins by having sult the Terrain Effects Chart for explanations d. PREPARE FOR PLAY 2. combat unit adjacent to them at the conclusion e. the following EITHER the Offensive Fire Phase OR in the C. for ex. This procedure (a. Strength in DEFENSE. not all of the units. to signify that they may not attack in the Beckham. Defending artillery units may attack in the A. All Pontoon Bridge and Assault Boat units D. Attacking artillery units may attack in Record Card as NIGHT turns. Artillery attacks in either of the Artillery combat units. Artillery units may attack units located in Boat units i n the hex. Bridge and wins by avoiding the Union Victory Condition that did not participate in any attacks may when located on river hexes. attacked if the attacking units are in their zones row IS. b. Consult the Combat Results Table for ex. All units. and results on the Combat Results Table when and Assault Boats by having an undisrupted Confederate player may move normally. 2. - the Reaular Combat Phase. H. The Confederate player places his units on 3. The three combat phases of each 1. Cavalry units (Stuart or W. Forts increase the Combat Strength of units restrictions apply to both sides: XI. Rappmhannock River hexes. contains hill. Artillery units may always attack adjacent B. SPECIAL: Only those Confederate units friendly combat units suffer the same effects in units that defeat enemy units defending on in question. d. range of two hexes if the intervening hex This provisional Combat Strength remains '1' ratio of the respective Combat Strength Points.e. of control. is always used. in terms of intervening terrain. they must move away from such and city hexes). and EAST of hex- Phase. as per the 'At below. undisrupted enemy combat units. Regular or Artillery Fire. PONTOON BRIDGES AND ASSAULT B. uninverted units adjacent to that fort enemy units in the Artillery Fire Phase except 4. and applying the results to the units turn. lnverted anywhere north of the Rappahannock River enemy units. ready emplaced) on Kelly's Ford. Artillery units are units in the Fort are required t o participate. resolving combat on Strength Points at the end of the last game 3.) is repeated c. provided the intervening hex does not contain value. follow these special rules: artillery units are eliminated if they are in the hexes. at the end of the last game turn. if enemy units defending in forts are range as follows: t o the other retreat restricitions). the Union units may use the 3. a. before MOVEMENT River hexes. the mapboard. woods. advantageous to the attacker. lery. in the limits of the Night Restriction rules. cross rivers. Lee. but not both. to units of both sides. doubling terrain (see TEC) or forts have the 7. option to advance into the defender's vacated types block artillery attacks at the two hex into or through non-road type hexes (in addition Such path may not include hexes containing hex. All artillery units have a range of two hexes 1. They are turned face up Rapidan-Rappahannock River hexes. A L L adjacent enemy units must be ample) they must remain stationary. Blocking Terrain: (See TEC): certain terrain that such units are eliminated if forced to retreat the south edge of the mapboard may be counted. Either player may destroy Pontoon Bridges C. Five fort counters may be placed anywhere in the Artillery Fire Phase. Also. on any type of terrain Regular Combat Phase. . may occupying them as follows: Befon.

Disrupted HQ units cannot reduce & . p%'t . organization. 6.P. pick and choose the ones that add the A. unequal a b i l i t k of the Potomac HQ. remain Disrupted f ~ the r duration of the game. Devens and Sdrlrn infantry divisions from that seme c o w beaaae B. but may not be traced THROUGH river units would be disrupted for the duration ?! inverted unit may move it full. E. Pontoon.+z7. may only exercise this option if they have a IV.. if they am w'thin e certain Army of Northern Virginia HQ unit. it must Artillery Fire Phase. All Confederate units may set up and move EXAMPLE: Union XI Corps HQ is eliminam Second Corps artillery and corps HQ units may b. ARTILLERY UNITS I& and disofganized troops. set-up south of the Rappahannock. UNDISRUPTED. Con- without infantry or cavalry units.Therefore. COMMAND CONTROL RADIUS the CCR for that particular unit.i. Move- ment Allowance by simply being turned face- inclusive. incorporate the Rodes SS-51 CCR of the proper higher echelon HQ (ustatty following rules: Early NN47 a. players sbwM regardless of their HQ situation. d V s a . fords. For the Union side. normal. l. artillery units are halved if infantry or number of hexes of their pmper Headquarters 3. They limitations inherent in the different types of 5. When en i n w e d artillery unit fires in the OPTIONAL $a $amhex with an undisrupted Corps HQ uait until it is undisrupted.. H-uarters Disruption: CONFEDERATE bounded by hexrow 'V' to the west. Confederate forts may set up anywhere hexes (regardless of Pontoons. COUNTERS river to the south. they have the option of hexes at that time. When an inverted unit is fired upon in the Artilfery Fire Phase. %4 awr: TI uw -federate army or Y &r n Vlrginia HQ unit is Disrupted. To reflect this. First Corps (Longstreet): The Anderson 1. at the discretion of the players. inclusive. employ the following rules: enemycontrolled hex in the Confederate Move- the rules need be used. 4. and within Disrupted. The Army of Northern Virginia HQ unit mum. A. * . Corps HQ units or tk Frederlcksburg. infantry division must set up in hex BB-34. mate historical locations (i. Hooker was woefully ignorant of Confederate troop movements and C. The Command Control Radius for all Union Colston WW-51 HQ units is 4 hexes. hex.) Under this restriction. Units are within the Command Control 'HH' to the east. Cavalry and horse artillery: same as regular unit: letter indicating the proper HQ used t o traoe the same enemysccupied hex. INVERTED Rappahannock. re* tc 2. it may the rottowingstrueuons: htYreduce its Disruption status by remaining 1. Not a// of EMPTED from Command Control rules. I 1. CAVALRY UNITS most to their enjoyment Certain optional rules may affect play balan~e. When an inverted unit is attacked in the The following optional rules may be used 5. Bridge. Artillery or horse artillery units in forts are B. Since their corps HQ is eliminated. An 4. 2. move 8 five hexes of the river to the south. UP. DISPOSITION officers was often critical in rallying demoral. federate initial placement is limited as follows: iirctr'. When an inverted unit moves into an may always reduce Disruption status normafly combat units.' Ths Command Control R d i s for Con. nhese units may only reduce W r Disnrptic$ Bonus rules in the usual manner (i. the Command Control Radius for all HQ units is cut in HALF. COMMAND CONTROL CCR to ANY undisrupted Union HQ unit. etc. 2. The CCR may G t r a c h inio or from a iiver Army of the Potomac HQ were also lost. During NIGHT turns. The Command Cqntrol Radius for Con. use the Road west. HQ untu terrain or woods. 3.caror number. inclusive. ing. Corps HQ and Army HQ in ascending order. Faceup Confederate units may be re-in- verted at the end of the Confederate player Segment if they are not in enemycontrolfed B. When an inverted unit initiates an attack in the Regular Combat Phase. The unless they are within the Command Control breakdown of each Army's Corps and divihn other units in tha corps may set up south of the Radius (CCRI of their proper HQ units. To better rq. NOTE: When using this rule. . lnfantry brigedes may only trace W R tc Regular Combat Phase in a hex by themselves their d&upW stews. game.. as follows: B. or l o w r their Disruption their proper division. . hexrow 2. They I. the CCR is tmac twohex retreat route available. I In spite of General Alfred Pleasonton'sbrilliant perfomam and the presence of aerial recon- naissance in the form of an observation bnlloon over Fredericksburg. C. anywhere within an area C. playilts should mperiment to determine F. the Union may be used to tiace CCR's: defending normally. Artillery and horse artillery units have their require him to set up his forces in the approxi- fer m o v e d from the 8ction war often unable may only trace CCR's to their proper Corm H C Combat Strengths halved (do not round off to d m his cohmend in preswm situation$. They may only exercise this option if they turned face-up. Second Corps (Jackson): The following in- fantry divisions must set up in the exact hex locations as given: A. anywhere ~WB~P) Corps and A m y HQ unW is 8 hexes in combat. 1. and Boat units) may ~ l c c type of combat. mi. or Boat unit.e. units is '4'. Army HQ) to reduoe t W r Disrupted q A.. Each unit counter contains a number 01 cavalry units in the same hex are not attacking A. 'fe&&d Ufvtsi&*i%$ unh' k*% he-.) D. Units carnot reduce their Disruption status the Order of Battle diagrams for a s c h e d c never halved when attacking or defending. The Movement Allowance of all inverted within an area bounded by hexrow '11' to the maximum. I f the Union Army Pf the Potomac HQ unit is Disrupted. Noncorps units (remrw are in a hex which does not contain any other artillery. HISTORICAL The physical presence of commanding genersl 2. the mapboard edge to the east. player must designate ALL attacking or firing 1.. Disrupted units may only end b. Command Controf Radius maximum lengths Disruption status unless they are within the CCR of the Proper HIGHER ECHELON HQ unit. status if they are within the CCR of the A hexes on a road. III. I f an HQ unit is eliminated from play. maximum. When attack.e. 3. This path may not p a r through enemysccupied or enehtycontmlled hexes.. I f cavalry units are attacked in the Regular Combat Phase when defending in nondoubling E. with the bulk of fractions) when attacking or defending in the the Second Corps (Jackson) to the east of To reflect tlrls. HQ units are organized as Division HQ. Hill UU-51 are as follows: disrupted units under that HQ must be in tks dispositions. Only the proper. For the Confederate side. Infantry divisions and artillery b a t t a t ~ To handicap a superior Confederate player. or retreating two hexes which ones will produce an evenly and suffering an automatic one-turn disruption.. They may. ment Phase. and within five hexes of the Radius of an HQ unit i f they can trace a path of 1. or Army of Northern Virginia HQ units. Inverting units is entirely optional. A general officer a. Cavalry and Horse Artillery units are EX. HQ. c.&~ of the Potomac HQ unit. MermMle. hexes (of the proper maximum length) from the unit in question to the HQ unit. Also. inverted.) the gemeggme) south of the Rapidan-Rappahannock river. a unit may only tm matched game between opponents of the CCR to its proper Corps HQ or to the Arfnr units BEFORE ANY Confederate units are 2. however. INotice that i f 7 may set up anywhere east of hexrow 'V'.treSdlnt the unique qualities end Regular Combat Phase.

000 Fredericksburg at the end of April... Lee did not ignore the opportuni.e. corps (40." His advice would become a wry the open flank. treated as "No Effect. Do not place any Union cavalry units on the prise. was between two superior Union unit. k be!ore. most of the cevalry units appearing in the gsme did not mrticipate in the decisive R0 -EFFEC1 Chancellorsville via the route Harwood hls retreat routes across the Church-Kelly's Ford-Germanna Ford guardin? river. Confederates were in an even worse state. federate disposition (because he had wounded. Die roll results indicatingthe return of units detached most of his cavalry under this.. shock. preface to the campaign at hand. force.. C. . feware 01 command (Early at Fredericksburg being ~ Lincoln admonished... Hooker density of the undergrowth and darkness. His subordinates were tion. Federal leadership. whether due to battle fatigue. Place all cavalry and horse artillery game in the Movement Phase of the 6 AM turn Chancellorsville. with other units crossing at Bank's and United States Fords. Historians a ree that perhaps . Hooker became obsessed with - Historically. h. If they retreated they characteristic of the Wilderness area Jackson's men moved undetected around the Union army and delivered a numbered in excess of 11.. failed to gras the situa- division.000) around the Unlon rlght to smash vlgllance go forward and glve us vlc. Union c. eneral Lee had about 5. . 'I east of the CI y seemed the most likely lace for another Unlon crossing of the PY. Returning cavalry units must re-enter the B He reca led his troops pressing eastward and formed a defensive llne centering at JEB Stuart. G q . Hooker's force and attacked Sedgewick's Reacting to re orts of the Union movement.. t Stonemen did Union cavalry units return...008 men under Jubal Early to defend Fredericksburg and moved west to ning again.000. for no arts. !rapped. out of his fortified. the Union right (western flank was. Lee left or center. The battle ~ l e . This was because Major 'General S t o n m n lrad been sent on a w m l w re11 and hnorr.. h ~ search cho~ce s for a aeneral to beat most darin maneuver of the war. however. 3. tnv dew before the Union army crossed -the ~BPpdhBnnock.F. if any. .6 PM turn. Demoralized and dispirited after its sting- in defeat at that same town some months e and 220 uns. ALL Union cavalry units retul Ian had worted to perfection.. commander under Burnside at the Battle of Rappahannock. The relatively clear terraln d anchore to an easlly defended natural Such victories could delay. Break down the Confederate Stuart cavalry the game during the May 2. Conferring with Stonewall Jackson. Lee would screen the Union Frederlcksbur whlle the rest of the Unlon left and center with only 14. andlor Ely Ford. -. a sharp contrast to other Union efforts i n the past. It was a bold W had over400guns and 9.. Weakened by the detach- ment of ongstreet's corps to guard the Vir inia-North Carolina coast. osition). Hooker missed t e opportunity to dramatically swin the balance in favor of General Pleasonton with the horn artillery and Buford units return.onlv raid . the which was divided into two independent col. resumed the offensive. To sirnulet8 2. the Army of the Potomac had been dramatically re uvinated under the able de$oyed his troops behind and east of Frederlcksbur . 1863. and same time. but with energy.000 men I Unlon front searching for wea points R There were none. As !isorganized as certain courien failed to l m t e Stonamen's force. the eventual end of the war. At the end of the NIGHT. hurling it back over the river. Then. It crumbled.. Both Jackson and A. Hooker had moved the bulk of On the Union side. The Confederate rmy of Northern Vlrglnla had no such comparable and audacious plan. Hooker had 130.'in the air' (i.. Units may be amazed and frustrated.F. A corps enem and both had let such chances pass. Instead of takin the offensive. At such cost the on- federates won another undecisive victory. position near rashness. If the Con- 1863. B. not (K-W-M). The olden moment had passed. Freder~cksburg. AM turn of each dav. but not chan e. placed on any non-enemy controlled hex on the apparent reason.000 troops of w ich 110. organizational s ill of its new commander. As the battle developed. for some inexplicabl! reason.-and t e !I I. The Army of the Potomac was a revitalized force.In. Sensing that itiative would be in the hands of Lee and something was seriously amiss wlth the Jackson.000). Soon.P. at least not on the ederai Federal casualties were placed at 17. Lee's army. Confederacy. This left only Stoneman HQ.V. Both commanders had thew opportunities to deal mortal blows to the General 'Fighting Joe' Hooker. ~ h e y i r s partt of Hooker's the Federals.000 men when i t moved against the Confederates a t exact fi ures.500 men or anized into 74 batter!es. marche! arrnv .000 trowen. STONEMAN'S RAID . Lee was content to robe the force of over 94.. the Union daver rolls one die to deter- western edge of the mapboard at a cost of one Mwernent Point expended. had iven up the offen.H... Incomplete records have obscured sive halted. they would be surrounded. or demoralization. fragmente!c into three units on the mapboard except the W. wlth several (28. Henceforth. h e in- Hooker strengthened 11s horseshoe- shaped defensive line. his Fredericksburg. Tur- HISTORICAL SUMMARY he left 10.000 men. Fredericksbur .. W.." knew that he had achieved com lete sur- A. * Confederate cavalry unit. He became immeasurably reater when.Sedgewlck. when one of the columns automatically returns to the game if ANY Although oorly informed of the Con. Hooker. Jackson's corps was fragmented and disorganized due to the not rejoin the army until M8y 7. The artillery would have to move across Hooker's front devastating attack against the ill- and face certain destruction. forces. mapboard during the initial set-up except the 3. the bnion army clung o the? defensive. umns. JEB Stuart delivered a fantastic report. Lee. was to hold Lee in front of tories. moie around ~ e c sleft flalik. on Lee. that have already re-entered the game are Yet Hooker did nothlng. . Lee was elements of the Union army were. confusion and despair hls army from the Falmouth area to reigned.000 (K-W-M for the Confederates. the cost of such a victory -. Lee turned his back on Meanwhile. Al hough reatly outnumberin their ohase of the cempeign. 0.. Hooker was Lincoln's fifth invaluable subordinate. . compared to 12. the Union offen- ~ R a n c e ~ ~ o r s v lFlndlng was over. ? sive in favor ot the de ensive. At the attackers. 1863. ALL cavalry units automatically return to The next morning Jackson's corps.. posltloned Eleventh Corps. ~tonewal?~ a c k s o ndied of Hooker's plan was designed to draw Lee the wounds received at the hands of one of . In his candid letter -of romotion would divije again an already divided May 10. the holding force at Falmouth began demonstratin on the river east of i! here. Hooker. employ the following rules: Stoneman on an abortive raid). Jackson's men slammed deeper into the Union flank until darkness halted the at- tack. .. Lee was not standing still. he marched back and attacked Hooker. Lee conceived the AS a rootnote.and sleepless the other part) and send Jackson's corps his own men.. until May 2.uo the Rao~ahannockto Hidden by the dense undergrowth According to the Official Records of A ril. but as near as an one could 8 count. Lee following the successful die roll.000 were Infantry. Hill had been (General Averell's) ~ l a found. -nits to the battle: retui By April 30. The Unlon cavalry R federates remalned where they were. Pleasonton and horse artillery units.. forcing that part of the Army of the o pose the Union advance from Potomac back across the river.H. under Fightin Joe' stopped dead in his tracks.

. P.J BROWN WALKER CARTER ANDREW8 JOl.' NELSON CUTF IY.-.THE ORDER OF BATTLE AT CHANCELLORSVILLE UNION CONFEDERATE CORPS p&!l Kershaw Semmes Wofford Barksdale ALEXANDER COBELL WALTON HARDAWAY I1 CORPS A..--. HILL Heth Pender McOowan Lane Archer Thomas CORPS I I CAV I Paxton Jones Warren Nicholls I mm-mbnb. PONTOON ASSN T BRIDGE BOA1 .