You are on page 1of 12
The WILDERNESS Campaign LEEvs.GRANT The Wildemess Campaign is an historical simulation of the contiet between Robert E Lee's Confederate Army of Northern Virginia and Ulysses S. Grant's Union Army of the Potomac, from May 3 through July 7, 1864, There are two historical scenarios that may be utlized. Theinitia stage ofthe actual campaign is portrayed in the May scenario, fromthe battle at the Wilderness to the batile at Cold Harbor. The June scenario portrays the campaign from Cold Harbor to the siege of Petersburg. Several optional scenarios permit the “what if?” possibiities of the campaign to be simulated GENERAL COURSE OF PLAY The Wilderness Campaign is played in sequenced turns tcalied. Game-Turne) during which Players move their units on the map, have combat and attempt t0 achieve carta objectives. Basically, the Union army is attempting to defeat the Confederate army in bate and capture Richmond, Petersburg, and Shenandoah Valley, and the vital ral lines connecting these cites with the rest of the South. The Confederate army is attempting to prevent the Union army from capturing these Sbjectives, while nficting maximum casualties fn the union army and threatening Washing ton, D.C. Given cites and ral lines on the map are worth a certain amount of Vietory Points to each Player, 33 are casualties infcted upan the ‘opposing army. The Player wha accumulates a greater total of these Victory Points wins the HOW TO READ THE RULES The rules have been organized into. major categories of activity or effect. Each category has its basic meaning expressed in terms of & General Rule, implemented by means of 3 Procadure. The General Rule wil offen be modified and expanded by shor, speciic rules Galled Cases. Players should skim over the General Rule ang Procadure sections first, and then return to tead the detaiing cases, GAME EQUIPMENT The Game Map: the 22° x 28° mapsheet portrays the ares of Northern Virgina. and Vicinity where the actual campaign tock place. ‘Ahhexagonal grid is printed on the map in order to regulate movement and position ‘of the playing pieces. The Playing Pieces: Two differently colored sais of playing pieces thenceferth known as Units) are supplied. These units represent the actual forces controlled by each side in the Sriginal campaign. There are a number of Gifferent types of units; various markers are also supplied to record certain game functions. The playing pieces are distinguished by color, type, sfength, and mobility, as represented by the various numbers and symbols on the face of each piece TYPICAL COMBAT UNITS Unit Designation combat Sangh overant Alowance toma Ss (1-7 eooee Count e-10 NON-COMBAT MARKERS as Dummy Counter Enusines Marr ervenched Marker leis highty recommmended that the Players sort their units by type and color immediately alter removing thom from the sheet, and 10 keep them segregated in envelopes, baggies, fete. This great facilitates subsequent satting Up and playing of the games. Ingantry units represent mobile organizations cof men capable of engaging in combat with teach other Cavalry units represent the reconnaissance ‘arm of each army, Leader units represent the command control ‘Copyright ©1872, Simulations Pubcnons, New York, Pind n USA. vital 0 the performance of infantry and cavalry nits Emirained markers denote that 8 combat unit is fentrined, ie, itis moving by rail and has not yet detrained! Fortification counters represent immobile strong points; they may never move from the hex of their inital placement, as indicated on the Scenario Charts Dummy counters simulate the etfects of the poor inteligence common to ‘both armies. ‘Thay are considered to be small detachments of troops, or merely figments of the imagina tion. They function like veal infantry units in many ways. Entrenched markers indicate that a particular lunit has entrenched. self by expending Movement Points. This condition benefits the defender in the attack, and increases’ the attacker's losses UNIT sizes XXX= Corps. XX=Division| X= Brigade CONFEDERATE UNIT ABBREVIATIONS A= Anderson He= Heth Ho= Hoke J= Johnson K = Kershaw M=Mahone P= Pickett Ra=Ransom Ro= Rodes V=Valley detachment Wh=Whiting Wi=Wilcox Union unit abbreviations are expressed by the cores designation Definition of Terms Combat Strength: the Combat Strength of teach Combet unit ingicates the basic offensive fand defensive strength of each unit, and is ‘composed of Combat Strength Points: Thus, @ Combat unit with 2 Combat Strength of 8” has a basic olfensive and delensive Strength ‘equal to eight Combat Points Movement Allowance: the Movement Allow- ‘ance for each units the basic number of hexes it can move during each Friendly Movement Phase. I's composed of Movement Points Thus a Union Combat unit with @ Movement Allowance of "@” can expend six Movernent Points during the Union Player's Movement Phase, Game Scale: Each hexagon on the Wilderness Campaign mapsheet tepresents 7.2 kilometers ‘oF 45 miles trom sie to side. Each Game-Turn is equal to two days of real time. The Game Length for each scenarios teen Game-Turns Game Charts and Tables: various visual aids are provided for the Players to simplify and ilstrate certain game functions. The Combat Results Tables detal the resolution of combat, land explains the possible results, as resolved bby a comparison of Combat Strengths and die fol The Scenario Charts indieate the initial ployment of each Players units, the arrival fof reinforcements throughout the game, 25 ‘well'as any special rules pertaining’ to cach sconario. The Terrain Effects Chart lists the fect of terrain on movement and combat and Isis al other movement restrictions and costs, The Supply Effects Chart details the effect of supply on movement and combat. The Victory Points Chart indicates the Victory Paint value of the game's objectives. GAME INVENTORY A complete game of THE WILDERNESS CAMPAIGN should ‘contain the following ‘components: fone 22” x 28" Game Map fone Rules Folder tone Terrain Effects Chart two Combat Results/Scenario Sheets ‘one Countar Sheet one die If any of theso components are missing or amaned, please write Simulations Publications 44 East 231d Street Naw York, NY 10010 INITIAL DEPLOYMENT SETTING UP FOR PLAY: The Union Player sits on the east and of the map (nearer the north edge) and the Confederate Player sits on the south or west fend. Both Players select a Scenario and proceed t0 sort out the unit counters with which they begin the game. The May Historical ‘Scenario should be the scenario selected i this isthe fist time one or both ofthe Players have ever played The Wilderness Campaign The Union Player Always Deploys First: The Union Player deploys is units on the map according 10 the locations indicated on the ‘Scenario Chart. He depioys his units in either 3 {face-up or face-down mode, according to the Limited Ineligence rule The Confederate Player Always Deploys Second: The Contederate Player deploys Nis Units in exactly the same manner as cid the Union Player, using his units and thelr initial locations SEQUENCE OF PLAY The Wilderness Campaign is played in sequenced turns called Game-Turns, Each ‘Game-Turn is composed of two Player-Turns. Each Player-Turn is composed of three Phases, ‘The Player whose Player-Turn is occuring is known as the “phasing” Player. Players must strictly follow the Sequence of Play. Any play-action executed out of sequence corstitutes a violation of the rules. SEQUENCE OUTLINE ‘A. UNION PLAYER-TURN 1. Reinforcement Phase: The Player refers to the Scenario Chart and adds any Reinforce. ment Combat Strength Points he recaives 10 {ny of his existing infantyy units, according {0 the Reinforcement tule’ The’ Player “now Secides upon the facing rode of each of his units and roplaces eliminated Dummy count fers, See the Limited Inteligence rule 2. Movement Phase: The Player may move is Unitsin any direction up to their ful Movernent Allowances, within the restrictions and benefits as. outlined inthe Movement, Command. Contra, and Zones. of “Control sections of the rules, and the Terrain Effects Chart The Movement Phase is composed of three segments for each unit moved: a. First Movement Segment: The Player may rove one of his units unt i has moved a3 far 235 he wishes within its Movernent Allowance, ‘or unt it enters an Enemy Zone of Contr b. Hasty AUack/Probe Segment: If the unit moved into an Enemy Zone of Conttol it may launch a Hasty Attack lt infantiy! or Probe i cavalry! ¢. Second Movement Segment: After the Probe has been made (sucbessful or not, oF the Hasty Attack reveals a Durmmy unit, the ‘moving unit may continue with its movement, expending any remaining Movement Points ‘within its. Moversent Allowance. If the unit enters another Enemy Zone of Control, repeat Segments b. and c.. If the probe is Unsuccessful or the Hasty Attack reveals @ ‘non-Dummy unit, the unit's movement must Move each unit individually according to the above three Mavement Segments Procedure. 3. Combat Phase; After each and every Friendly unit has finished its movernent, the Combat Phase begins. The Player conducts attacks against the opposing Player's units in accordance with the rules of Combat. and Command Control 8, THE CONFEDERATE PLAYER-TURN The Confederate Player follows the exact sequence as the First Player, but of course, Using his own units, and considering himself a3 the phasing Player ©. Game-Turn indication: The Players advance the Game-Tur indicators one step on the Turn Record Victory Points are recorded both during and at the conclusion cf each Game Turn, see the Vietory Points Chart “The above sequences repeated until all fifteen Game-Turns have been played {or until one of the Players concedes ‘defeat prior to. the fiteenth’ Game-Turl, REINFORCEMENTS GENERAL RULE: Each Player receives reinforcement Combat Strength Points periodically throughout the jgame. Te Strength Points may be added 10 fxisting infantry units during each Friendly Reinforcement Phase, or they may be accumulated PROCEDURE: To add a Reinforcement Combat Strength Point to an existing infantry unit, replace the unit with another unit whose Combst Strength is one greater CASES: (A) Reinforcement Combat Strength Points may only be added t0 infantry units in 9 sup pled condition (not unsupplied or isolated! (8) Reinforcement Combat Strength Points may be accumulated. The accumulated total may be apportioned among several units, or ‘added. to one unit, ona future Friendly einforcament Phase. A rocord of accumu lated Reinforcement Combat Strength Points should be maintained (C) A Reinforcement Strongth Point may not beadded to a unit i it would create a unit that ‘Could not be represented by aunit counter; see the Unit Substitution rue. When adding Rainforcement Cambat Strength Poinis 10.2 Unit of the Richmond Garrison designation, a Unit of the. Richmond. Garrison. designation must be substituted. A Richmond Garrison Unit cannat receive @ Aaintoroement Combat Strength Point f another Richmond Garrison Unit whose Combat Strength is one greater than the existing unit is not available. MOVEMENT GENERAL RULE During the Movement Phase of a Player's Turn, the Player may move as Tew or as many (of Fis units as he wishes. Each unit may move ‘25 many haxes as desired within the limits af Movement Command Contra, is Movement Allowance, the Terrain Effects’ Chart, and the Zone of Control ules. PROCEDURE: Move each unit individually, acing a path of His movement through a line of continuous hhoxes on the hexagonal grid. Note that units in stacks (more that one nit per hex) cannot ‘move 95.8 stack, Each unit must be moved individually, and fish its movement, before the next unit can be moved. CASES: 1A) Basically, each unit expends one Mave ment Poiat of its. total Movement. (point) Aliowance for each hex entered. To enter some types of haxes, more than one Movement Point is expended, a8 explained on the Tern Effects Chart 18) Movement is never required; itis always voluntary ICI No combat may take place during the Movement Phase, except Hasty Attacks (see Combat, Cases F through VI. ID) Unused Movement Points are not transferrable between units, ner may they be ‘accumulated from one Movement Phase 10 another (} No Enemy movement is permitted during 2 Player's Movement Phase IF) Movernent is affected by Supply and Command Control (see those rules) (IG) Zones of Control and the Terrain Effects Chart also affoct movement (see those rules ‘and char) (4) The Rail and Sea Movement rules detail other ways of moving units (see those ruled. (0) Units may never enter @ hex containing Enomy Combat or Forifcation Units (1 Units may move over any combination of terrain features inthe same Movement Phase, provided they have enough Movement Points to expend a8 they enter each hex. (K) Moving units onto hexes occupied by other Friendly units affects their movement abiity; see the Stacking rules, (LI All movement must be done during a Fiiendly Movement Phase (exception: advance after combat, see Combat, Cases L and Ni. (M) A unit may not enter a hex if it does not possess sufficient remaining Movernent Points foenter that hex. This is ue even if the unit is thus unable to move a single hex in'a given Movement Phase. (N} Fortification units cannot move trom their Initial Placement. They have no. Movement Allowance, Units of the Richmond Garrison esignation (as indicated on the unit counters) must romain within the hexes of the Richmond — Petersburg Command Control Radius where they start the game. 0) The Union Player may cross estuaries, according 10 the Terrain Effects Chart. The Movement can only be across an estuary that is one hex wide and the moversent must be 10 ‘a fox adjacent to the estuary hex to be ‘rossad, not further up or down the estuary (1 Leader counters are moved afterall combat Units are moves. {Q) The non-phasing Player receives a fre Defensive Cavalry Probe whenever the phas ing Player moves @ faco—down unit into @ hex ‘adjacent 0 one of the non-phasing Player's face-up Cavalry units. Reter to the Cavalry Probe Chart and rall the die. The moving unit ‘must temporarily cease its movement until the utcome of the die rol is determined. If the Defensive Probe is successful, the moving unit is turned face-up and may continue to move without penalty. A Defensive Cavalry Probe ‘may be made by the non-phasing Player for every nex agjacent to his face-up cavalty unit that entered by the phasing Player's units See the Cavaly rules. ENTRENCHMENT GENERAL RULE Units may entrarch by expending one Movement Point upon eamplotion ot ts movement. Entrenche tunis gan coram advantages when aelending, 1 When stacked, the attacker must add" to Re Fall and the-namber of Stength Points lost By the Dicker is doubled PROCEDURE: {AS 9 unit envennes ty expending one Movement Pein lace an “entenched” marker on that hx cases: IAL Enirenched units function in an identical manner to regular, notentenched units. They feta ho Zones” of Conte, and may stick’ out of the iantrenched postion. They may femain entrenche, 5 ong as they do not leave thst hex, whether ‘movement or advaros after combat ‘There ts n0 poralty for mowng aut et an entenched hex, {B) Entrenched markers cannat exist onthe map by ‘erraolves thor are no Fendly unt in Nat hee at ny tm, the marker © removed {C) Fiondly nit may not enter 2 hex with 2 Fendy fnvvenched unt uniee i iso becomes entenches Inthe cave t must have scant Movament Points 1 stack forthe Union! and fo entrench, LIMITED INTELLIGENCE GENERAL RULE! To simulate the poor intelligence available to ‘each side during the actual campsign, @ Player's infantey units are placed in face-down ‘mode during the Reinforcement Phase of his Player-Turn. His cavalry units may be placed in either a face-up are face-down mode. Dummy Counters are incorporated into play to further Simulate the “fog of war PROCEDURE: During a Player’s Reinforcement Phase, he ‘must tun each of his infantty unis face-down. He also replaces any Dummy counters exposed and eliminated in the prior Enemy Player-Tuin. To replace 3 Dummy counter, tho ‘owning Player places it an top of any Friendly Unitand “shuttles” both units, replacing them inthe same hex face down. A Player may place {ach of his cavalry units in ether a face-up or facedown mode cases: (A) Any unit that operates in a face-down mode's assumed to be infantry and operates according to the rules regarding infantry. Such Units, ineluding Dummy counters and face- ‘own cavalry units, possess a Zone of Control ‘and must move at the same rate as infantry — ‘3x Movernent Points per Friendly Movernont Phase. |B] Units operating in a face-down mode must remain face-down until forced to turn face-up, due to a Hasty Attack, a successful Enemy {cavalry Probe, or upon entering an objective, supplyine, or Suoply Source hex. Seo Hasty ‘Attacks, Combat, Cases T. to X; Movernent, Case Othe Cavalry rules; Supply, Case F; and Ses Movement, Case O. SEA MOVEMENT GENERAL RULE: Union units may be moved by sea from port hex to port hex PROCEDURE: Move a unit intoa port hex during its Movement Phasa. On the subsequent Union Movement Phase it may be moved 10 any ‘ther port hex not occupied by a Confederate Unit in that Movement Phase, On the following Union Maverent Phase the unit may move inland away from the port hex if $0 desired CASES: (A) A.unitthatis moved from port to port in its Movement Phase may not entrench in the hex (of debarkation nor may it launch an attack, ora Hasty Attack, uni the foliowing Union Player Turn, It may defend if attacked. {B) The Union Player may move up 10 two of his units by sea during each of his Movement Phases. He may also move his Leader counter by $28, over and above this two unit limit, (C) Ports are identified by a Port symbol: see the Terrain Effects Chart (D) Ports are located on either estuaries or inland on a river. An inland portis defined as @ ‘port located along; river nex-side. The Union Player may not move a unit by sea to\or from ‘an inland port if a Confederate infantry or ‘avait units located along the river between the port and the river's mouth. Any unit which wishes to so block a Union unit from debarking ‘or embarking on an inland port MUST revoal itself If tis a Dummy, itis removed from the map. That unit may femain in a face-down mode if it chooses not to block the Union's movement 10 oF from the inland port. Estuary ports may never have their se3)movernent bility hindered RAIL MOVEMENT GENERAL RULE: ‘Combat and leader units may move by rail and inerease the extent of thelr movement. by song 50 PROCEDURE: There are three steps to moving by rail First, the ‘Combat Unit. must be on a rail hex lhether it began on a rail hex or moves toi) IR'must then expend two Movement Points, without gaining any movement from this expenditure, and an "Entvainad’” marker is placed on the unit. Second, the Combat Unit, ‘noe entiained, may move up to eight hexes ‘long the rail ine by expending one Movement Point. It may move as far asit wishes along tho fall ine, upto the limits of its. remaining Movement Points, subject to Case C below. The unit may end the Movement Pnase entrained, o7 it may detain. Third, 2 unit Setrains. by expending one additional Move: ment Point and removing the entrained marker. Units may only be detrained if thoy have sufficient Movement Points to do so. cases: (A) “A unit moving on 2 ral line” is defined as fone which i moving from one rail hex to ‘another across hex-sides crossed by the rail lin itself Units may not move by rail directly fom one ral hex 10 another ifthe two hexes are not-connected by @ rail line acrass the hroxside, (8) Units may not move by rail, entrain, or dtrin in hexes adjacent to Enemy Combat or Fortification Units. (C1 Units may only move by rail on ral exes capable of Friendly rail transport, The Confederate Player may move by rail on any hex south of the two CSA rathead hexes (inclusive. The Union Player may mave by fall ‘on any rail hex north of the two USA raihead hhexes (inclusivel. See the Terrain Effects Chart. A unit must detrein when i enters a railhead hex. Do not confuse rail movement ‘with supply by tall ines (soe Supply rues) ID) Each Player is limited in the number of ‘nts that he may Rave entrained ina particulae Movement Phase, The Confederate Player is limited 10 one combat unit and. the Union Player is limited to two combat units. ‘Additionaly, both Players may have. thei Leaders “entrained” but no entrained markers fate required because Leader units do not pay @ ‘movement penalty to entrain or detrain’ See the Terrain Effects Chart. {) Certain rail ines leading off the edge of the ‘map are connected {off the mapl to other rail lings Teading off the map edge. Confederate Unis may move off the map and re-anter at 2 tailline hex that's connected to the one exted ‘upon. The number of Nexes that this aff_map ‘movement is equivalent toi the number in the ‘box for the connecting rail lines, ZONES OF CONTROL GENERAL RULE: ‘The six hexagons immediately surrounding @ face-down unit lor stack of face-down units) constitutes that unit's Zone of Control. Hexes Upon which this Zone of Control is being ‘exorcised are called “controlled” hexes, These Zones ol Control are termes "rigid" since Enemy units may not move directly from one Friendly controlled hex to another. They are termed "inactive" since opposing units in one another's Zones of Control need not attack Cavalry units, operating in a face-up modo, have no Zone of Control NOTE: All references 10 comber units should be construed to include dummy counters. and Cavatry units operating jn 3 face-down mode. CASES: |) All units, except Leader units, must cease ‘movement upon entering an Enemy controled hex, unless by 8 Hasty Attack they discover that the hex is controlled by a Dummy counter conly. if this $0, they ‘may then resume moversent and finish expending the remainder of their Movernent Points, Leader units are ‘exempt from Zone of Control rues. {B) Zones of Control do not extend across river hhexsides. (C) Only unentrsined Combat Units have @ Zone of Control. Other units and markers, including entrained Combat Units, have no Zone of Control. (DB) Combat Units in the same hex as Fortification units lose their Zone of Contr! They are considered to be “in” the fort, and exert no control over adjacent hexes. Moreover, Enemy Zones of Control of units adiacent to the fortification with a Friendly Unit do not affect that unit. Enemy Zones of Control do not extend into hexes occupied by Friendly Fortification Units {€) To enter or leave an Enemy controlled hex carries an adoftional Movernent. Point cost, above and beyond the normal cost of moving that_one hex. It costs two additional Movement Points to enter an. Enemy ‘con trolled ‘hex, and one additonal’ ta. leave. However, aunt in the course of ts movement, may enter an Enemy controlled hex, and not ay. the additional movement penalty this Course of action comms the unit to making @ Hasty Attack, and, ifthe defending unit snot a Dummy marker, may prevent it from making an alfack during the Combat Phase Isee Com bot, Case UI, (| Enemy Zones of Control never extend into exes occupied by Friendly Combat Units, STACKING [more than ane unit per hex) GENERAL RULE: Although units may move individually, they may and their Movetnent Phase stacked in the same hex as other Friendly units. There is no limit to the numberof Friendly units which may fend their Movement Phase In the same hex. cases: (A) Only Union infantry units must pay a movement penalty to enter of leave 3 hex ‘ceupied by another Union infantry unit. This penalty ts one additional Movernent Point for ‘entering and one additional for leaving each Friendly occupied hex. (B) Union cavalry and, the Leader counter ‘expend. no adtional Movement. Points. 0 Stack with each other or Union infantry units Union infantry “units. incur no movernent penalty 10 enter of leave a hex occupied solely by Union cavalry units and/or the Leader counter. (C) All Confederate units may stack without ‘any movernent penalty. (0) There is no additional movement penalty for entering or leaving a Friendly Fartification Unit, even if itis occupied by athor Friendly infantry units. There is no penalty for entering a hax eontaining @ Friendly entrained unit. A tunit moving by ral pays_no penalty to move ‘through a rail hex containing Friendly infant {€) All units {inluging Forstication units) in @ Stack ina single hex, must be attacked a3 one tntire group and their entire Combat Strength fate totaled when attacked {F) Friendly units in the same hex may attack into diferent hexas; see Combat Case K. UNIT REDUCTION GENERAL RULE: The Combat and Fortification Units in The Witdemess. Campaign ate unitary, ie., they may never be combined into larger units, Nor ‘may they be split into smaller units, They may however be reduced in strangih due 10 combat. In combat whan a Fortification or Combat Unit takes losses (see the Combat Results Table), the unitls) involved are reduces Jn strength by substituting another uni 10 reflect the Combat Point losses, PROCEDURE: ‘Anit with a Combat Strength of "8 receives ‘loss, according to the Combat Results Table 61 two Combat Points, That unit fs removed and replaced with a "6" Combat Strength Unit. The same procedure apples to bath Fortification and Combat Units cases: (A) In @ case where either the defender or attacker is composad of mora than one unit in 3 particular combat action, the owning Player May lstnbute the Combat Point. losses {among the units involved in any fashion he wishes, as long as the separate losses. are equivalent to the total. Players on the Sefensive in a hex with @ Fortification unit may lose tram either the Fortification unit or any ‘Combat units in the fort, at their discretion, (81 Unit designations have been given to units for nistorical purposes only. isnot required 0 Feduce a unit by replacing it with a counter of identical designation. However, it adds to the flavor of the game to replace 9 unit with identical identification. Exception: The units of the Richmond Garrison designation MUST be replaced with urits of identical identification This is because these units are restricted 10 ‘operating within the Richmond-Patorsburg Comman Control Radius and their identifica: tion is essential UNIT SUBSTITUTION GENERAL RULE: ‘At the end of the Friendly Movement Phase, 2 Player ‘may redistibute Combat Strength Points among units in the same hex PROCEDURE: Move two or more units together into the same hex replace the units with an identical number of units whose Combat Strength Points total is fequal 1o the total of the substituted units, CASES: (A) While there is no movement penalty t0 ‘complete substitution, other than the stacking penalty for Union infantry, the action occurs after the unit’s movement during the Move- ment Phase, (B) The maximum size that any Confederate Unitmay be built up to is si Combat Strength Points. The maximum Union sizes /iteen Combat Strength Points. {C1 A unit cannot be uit to a strength thet Cannot be represented by 3 counter supplied ‘withthe game. Thus, the maximum number of Union “units. that’ could. have a Combat Stengih of fifteen is four such units, |) Cavalry units cannot partake in 3 unit substitution (€} A Dummy counter cannot be one of the Uuniis. created ina unit substitution, The ‘smallest infantry unit substituted must have at least one Combat Strength Point (FI AS a device for deception, a Player may repiace units in a hex with units of identical type and strength. Thus, a Dummy counter or cavalry unit can be replaced with an identical Dummy or cavalry unit. This Case is an ‘exception to Cases D and {G) The unit counters involved in a unit sub- stitution may be of any historical designation Exception’ Richmond Garrison unit must Be Substituted with 2 unit-with the Richmond Garson designation COMMAND CONTROL GENERAL RULE: ‘The ability of each combat unit to move and attack is determined by its Command Control Status at the beginning ofits Movernent Phase ‘and the instant of combat. unit without Command Contcol hae its Movement Allow ‘ance determined by a die rol; unit without ‘attack Command Control may not attack, but may defend, SOURCES OF COMMAND CONTROL. ‘unit has movement Command Control if it bagins ite movernent within two hexes ofits Leader counter (Lee or Grant ‘A Unit has attack Command Control if itis ‘adjacent to, or stacked with, its Leader counter (Lee oF Grant) at the instant of its attack ‘There are exceptions and additions to these souroes, as indicated in the cases. CASES. (A) A unit that begins its movement outside of movement Command Control has its move- ‘ment doterminad as follows: The phasing Player designates the route of march, the destination Rex, the desire o entrain and move by fall and dotrain, and to entrench oF not, assuming the unit could move its Tull Movement Allowance. The Player then ralis the die and moves the unit along the route designated, moving the number of Movement Points as shown on the face of the die. An entrenchment can only occur if the unit Teaches its destination hex and has one Movement Point remaining. Should the unit be ‘aninfantry unit it may launch a Hasty Attack i {he hex it comes trast Upn i adjacent to an Enemy unit. Howover after the Hasty Attack i resolved, it may move no further even fit has Movement Points remaining. Add one to the die roll to determine the Movement Points allotted 10 a cavalry unit. A unit that alloted more Movernant Points by the dia roll that it reeds to reach its destination hex loses the use of the excess (8) A unit that desires to attack may only do so ititis located within attack Command Control ‘A-unit without attack Command Control may only make a Hasty Attack during the Movement Phase. it may not engage in combat during the Combat Phase, except to fend in the Enemy Combat Phase, IC) Some movement is exempt fram move- ment Command Control Iimrations. These ‘exceptions include, 1. Any ane Union unit of the Union Player's choice; this may ba a different unit in each regu! 2. Any unit that begins its movernent on a rail hex and desires to move by rail, However, such 'unit must cease its movement on @ fall hex, Setrained or entrained at the conclusion of its Movement, It' may move off of the rail line during its following Movement Phase accord: ing tis movement Command Control stats. 4. Any Union unit that begins its movement within the Washington Securty Zone. 5. Any Confederate unit that begins its move- ‘mont within the Richmond-Petersourg. Com ‘mand Contral Radius, 6. Any Confederate unit that begins its move- ment stacked with the Early Leader counter ID) Some combat is exempt from attack Command Conval limitations, These excep- tions include; 1. The one Union unit the Union Player moved outside of movement Command Control in the preceding Movement Phase (see Case C— 11 2. Any Union unit located within the Washington Secunty Zone. 3. Any Confederate unit located within the Richmond-Petersburg Command Control Radius, 4, Any ane Confederate unit stacked with the Early counter at the instant of combat 5. All cavalry units engaging in cavalry vs Cavalry combat. (€1 The one Unién unit the Union Player decides 10 move and. attack with outside Commend Control may be a differant unit each Game-Turn. The only’ Confederate units) to have a simiar capablity are those that move with Early and one that attacks with Early as indicated in Cases Cand D above (F} Movement Command Cont from Lee and Grant is negated by non-Friendly. ‘cccupied Enemy Zones of Control between the Leader and’one of its units, Such units ‘must move according to Case A. |ATKR COMBAT GENERAL RULE: Combat occurs between adjacent opposing lunits at the discretion of the Player whose Combat Phase its; this Player is considered to bbe the Attacker, while the other Player is Considered to be the Defender, regerdiess of the overall strategic positions oF the two Players. PROCEDURE: Total up the Combet Strengths of the Attacking unite invalved in a speciic attack, fnd-compare i (0 the total Combat Strenath of the defending Combat and Fortification units inthe hex under attack, State the comparison a a probabilly ratio. Attacker’s Strength to Defender's Sttength. Round off the ratio downward to the nearest "whole" number, 10 Yield the simplified odds found on the Combar FResults Table; rol tho die and road the result ‘under the appropriate odds column for that ie result. “Apply the result of the combat Immediately before going on to resolve any ‘ther combat. ‘The Defender must reveal the identity of his units, and then the attacker reveals his units However i the defender’s force is composed solely of dummy counters, the attacker need ot reveal is units. Durmmy counters may not Bttack and are removed from the map when revealed CASES: \W) During the Combet Phase of his Player-Turn, a Player may attack only those Enemy infantty units which ate adjacent to Friendly infantry units. (8) Dummy counters may never attack or detend. Should a Dummy counter be turned {ace up adjacent to an Enemy unit during the Combat Phase itis removed from the map, (C) Cavalry units may never attack infantry lun or wee versa, No combat may occur betwieon a cavalry unit and an adjacent Enemy infantry unit. Cavalry unils may attack Enemy cavalry units, but only if te Defending cavalry isnot stacked with infantry. See Cavalry, Case L (D) lofantry units may only attack if located ‘within attack Command Conta. Infantry units without attack Command Control may not atack during the Combat Phase, but they may efend in the Enemy Player's Combat Phase. They may make Hesty Attacks during the Movemont Phase. See Hasty Attacks, Combat Cases T to X. NOTE: Cases E through refer solely to attacking infantry units, that may. attack according to the Command Contiol rule. TE) Units adjacent to Enemy units are’ not ompelled to attack, nor does the attacking Player have to use every adjacent unit if he ‘does decide 10 attack. Attacking is completely Yoluntary. However, all units inthe defending heses must defend. Units partcipating in attacks "during the Combat Phase may ‘do beratoly use less than thair fll strength in the attacks. Such uninvolved "Combat Strength Points are nor affected by. the combat results obtained. The dofender, however, may never withhold Strength Points ftom the defense {F) No units may attack more than once per Combat Phase. No. Enemy units may be attacked more than once per Combat Phase. (IG) More than one Enemy-ocoupied hex may be attacked by a given attacking unit lor group of attacking units; that Is to say, different defending units on different hexes may be treated as objects of attacks which might be made by a one-hex group of attacking units if the attacking units happen to be adjacent to two or more Enemy-oocupied hexes. (H) An Enemy-cecupied hex may be attacked by as many attacking units as can be brought 10 bear. Conceivably, as many’ as six stacks of Units could be brought to bear against a singla Enemy-held hex (U) Defencing units stacked in the same hex must be attacked as a single combined Combat Strength, is, you may nat individ- ally attack individual Units which are stacked together. [ki Combat ods are rounded off in favor of the Defender. For example, an attack of 25 Combat Points against 9 Combat Points would round off to a two-to-one odds situation. (L1Ifone unit in a stack is used in an attack, the other units inthe stack naed not participats inthe same attack nor in any attack at all ‘during that Combat Phase. (Mb Isolated units may not attack. Soo the Supply Effects Chart’ for other effects of supply (N) Advance after Combat option: Attacking Units which have completely eliminated all Sefending units have the “option, before resolving’ any other combats, to advance some, al, or none of the attacking units into tha vacated detender's hex. This must be done Immadiatey alter resolution of combat, before resolving any other combat, This optional advance does not exoend any Movernant Points IP) There are 2 variety of terrain effects on Combat, which are dotaled on the Terrain Etfects Chart 0) See the Combat Results Table and Unit Reduction Rules for resolution of combat and method of taking casualties. (R) SUSTAINED ATTACKS: Prior to rolling the de 10 resolve an attack, the Attacker may announce that he ie making a. Sustained Avtack. In that ensuing Combat each Player's losses are doubled and one Combat Strength Paint is also added to the Attackers loss. For ‘example, if a Sustained Attack occurs and the fie roll requires. the Attacker to lose one Strength Point and the Defender two Strength Points, the Atiacker’s total loss would be three Strength Points tone doubled plus one and the Defenders loss would be four Strength Points Iwo doubled) (S) The Loe and Grant Leader counters can ‘ever be eliminated in comet. If located on 8 hex in which all Friendly unis aro eliminated, the owning Player may move his Leader to the hearest hex occupied by another Friendly unit. The Leader Early does not have. this invulnerability. Ifthe unitis) located in his hex fate entirely eliminated in Combat, Early’s Counter is removed fromthe ‘map' forthe femainder of the game. IT) Hasty Aracks Hasty Attacks are those made during the Probe Segment of a Player's Movement Phase. Since only one unit may move at a time, only one unit may be the attacker in any ‘Hasty Attack. It may attack nly one Enemy occupied hex when making this type of attack: (U) Units making Hasty Attacks may allocate all or only'a portion of thei Combat Strength fo the attack. Thus, a Combat unit with a Combat Strength of “8” might allocate only fone Combat Point to the attack. Units which ‘make Hasty Attacks in the Movement Phase, may. parcigate in normal attacks in the fensuing Combat Phase i they have paid the full movement costs required to move adjacent to the Enemy unit. Such units may use their ‘entire Combat Strength to make such Attacks, (V) Units making Hasty Attacks have their allocated Combat Strength for the attack halved tor odds computation. (W) Only Infantry Combat units may make Hasty Attacks; Dummy counters may not 100 The major reason to make Hasty Attacks is 1o find places in an Enemy line where the use cof Dummy counters has left a hole, and to Keep moving through that hole after it has ‘been discovered. It can also be used 10 discover Enomy Combat unit dispositions, but “Players will find. this information very expensive if they consistently use Hasty ‘Attacks (Y) Units entirely eliminated tie, their Combat’ Swvength ig reduced 10 0") in Combat are out of the game and cannot be recreated in any manner. FORTIFICATION UNITS GENERAL RULE: Fortiication units ae similar to Combat units, ‘withthe exception that they are static, and un fable to move from their Intel Placement. They increase the Comat Strength (for the dofensel of Friendly Combat units in the same hx, and have an intrinsic Combet Strength of their own, which may ony be used on the delensive, ‘Additionally, units in Friendly forttications are flways considered 10 be in supply. If the fortieation is completely destroyed and removed {rom the map, it can no longer act a8 ‘a supply source for unis in ts former location, PROCEDURE: ‘AL the beginning of the game, Fortification Units are placed on the map in accordance with the Fortlication Initial Placement Chart. CASES: (A) Fortification units are not considered ‘Combat units for any purposes other than Combat resolution. they may be moved through freely by Friendly units, without any stacking oF unstacking ponalty, and have 10 Zone of Contal (81 Combat units in Fortification units have ‘their Combat Strength for defense doubled. in ‘addition, the stength of the Fortification itseit iS added on for defense. Thus 3 Combat unit witha Combat Strength of “five” ina Fortification unit with strength of "two! ‘would defendas a combined Combat Strength fof “welve,” There is no doubling effect if the Combat Strength is apalied offensively, ‘nor may the Combat Stength of the Forttication unit be applied offensively (C) Fortification units have no Zone of Control In addition, Friendly units while in the seme hex as Fortification units lose their Zone of Control, and Enemy units exert no Zone of Contral'upon @ Friendly Fortified hex. (0) As Fortification units lose Combat Stength due to Enemy attacks, the unit is feplaced by a lower Combat Strength unit. 'Whon this strength is reduced to zero, no unit ig placed in that hex. The Fortification is Gestroyed, and for al purposes, it ceases to exist |) Infantey units in Fortiieations cannot entrench since the concept of the Fortification ‘akeady includes entrenchment. SUPPLY GENERAL RULE: “There are three conditions of supply: supplied, unsupplied and isolated. Infantry units. are datarmined 1 be in a supply condition by their bility 10 trace @ supply line through the hexagonal grid to a Supply Source. Fortitica- ion units do not require supply. Face-down cavalry and Dummy units require supply like Infantry. Face-up cavalry units. are always Considered to be in 8 supplied condition, PROCEDURE: Deering ian infantry, unit sul “insuppled, 0 Seated atthe beginning of Re Movement Phase for movement purposes and at the beginning of Tis Combat Phase for Gombe purposes To bo Supplies, aunt must Se able fo race a least one continuous line ot exes through the hexagonal id which Joos fot passthrough Enemy. occupied oF Gondlod hows 10 2 Supply Soutee or 8 Supaly ine leading to 2 Supply Source, & Units" dstence from tis Supply Source or Spay ine determines i the unt i supple, tineuppled or tsoated CASES: 1A) Each Player has several Supply Sources. The Union: Piayer's Supply Sources include Washington, D.C., Baltimore, and all ports. The Confederate Player's Supoly Sources Include the hexes marked A, 8, and'C, and the Richmond exes. In addition, each Player may use any of the six Shenandoah Valley cities he controls asa Supply Source. Those cities are Harpers Ferry, Winchester, Stras- burg, Front Royal, New Market, end Port Republi. These Supply Sources may oniy be used by the assigned Player; even if captured by the Enemy Player, he may not use that Supply Source. The ‘exception to this is tho. six ‘Shenandoah city hexes, which are assigned to eter Player on the basis of who. controls them. These six Supply Sources may change hhands during the game, with the controling Player assuming the role of the assigned Player. (B) Rail lines may be used as supply lines from Supply Sources. A rail line may serve a8. Supp Ine if @ Player controls all of the rail hhexes along the line back to @ Supply Source from a given nex along the line. {0) A Player automaticaly controls a ail tine through all hexes net occupied by an Unit capable of cutting the line. al Un bbe traced, for supply purposes, beyond railheads (which only iit ral movernent (0) Units have no capability to permanently destroy a rail ing in any fex. The rail ting through @ hex becomes fully operational for ‘supply purposes as soon as an Enemy, located ina hex comprising the rail supply line, moves olf the hex. Units located in hexes adjacent to fail lines do not block the rail ine but do cause Enemy units moving along the rail linet detain in the adjacent Nex; see the Rail Movement rule. {E] An inland port and any rillne leading from ‘t have their supply capability cut if a real Confederate unit. turned face-up, is located between the port and the mouth of ts river on ‘a hex adjacent t0 the river hex-side. Ports located on estuaries cannot be 80 interdictad See Sea Movement, Case D. (F} Any unit that ‘moves onto an Enemy controlled Supply Source of supply line MUST feveal itself Ht wishes to cut the line or tepture the source. If it chooses to remain fave-dovin, thas no effect on the line's supply ability, otis not considered to have captured the Supply Source. {G) Only Union infantry and cavalry units, and Confederate infantry units, can cut a supply line by occupying one of its hexes, Dummy units ‘attempting 10 cut @. supply. line are emoved fram the map. Confederate cavairy may capture a Union Supply Source. by ‘secupying it (H) When a supply line is cut, a Player may ‘only trace supply from the nesrast hex along ‘he supply line out of the Blocking unit's Zone (of Contra! that leads 10 the Supply Soures (i) There are varying effects for the different supply conditions. These effects are summar~ ized on the Supply Effects Chart (U1 A unit is “SUPPLIED™ if fal itis within five hexes of a Supply Source or a ral ine leding {rom a Supply Source, other than @ port (0) Union Units only ~ within five hexes OF Aqua Creek or the rail ine leading trom Aquia Crack, ‘or within three hexes of any ether port ora rai ling loading from a por. ‘A unit is "UNSUPPLIED" if fa it is within six to ten hexes of a Supply Source or a ral line leading from a Supply Source, other than a port; tb) Union units only — within six to fen hexes of Aquia Creek or thera line lescing from Aquia Creek, 0: within four to six hexes of any other portorrailine leading from any other port. A unit is "ISOLATED" if it cannot moet the ‘equitements of being supplied or unsupplied. {K} A unit which is isolated at the end of the Frionaly Player-Turn has its Combat Strength permanently reduced by one Strength Point ( The Union Player may trace a supply line ‘cross an estuary to 9 port on the opposite bank. A Supply condition exists up to three hexes distant from the port, an unsupplied Condition exists from tour to six hexes in distance, and isolation exists beyond six hexes, CAVALRY GENERAL RULE: The cavalry units in the game function differentiy from infantry units and perform the function of reconnaissance, Cavalry performs differently when operated ina face-down mode than when ina face-up mode, PROCEDURE: Follow the rules governing infantry units ‘except when specific exceptions ara made for Cavalry units and according to the folowing CASES: (A) Cavalry may operate either face-up or face-down. When operating face-up, a cavalry ‘nit may serve as an aid to reconnaissance by Offensive Probing. See the Sequonce of Play, the Cavalry Probe Chart, and Movement, Cass 4. Cavalry units operating face-down may not probe. They ate teated as infantry in all Ways but Combat (8) & Player must dacide to turn each of his ‘cavalry units face-up or-down prior tothe start ‘of his Movement Phase, during his Reinfarce- ent Phase. He may not turn a cavalry unit face-up during its movement fit is moving in 8 faco-down mode, uniess that unit Is exposed by a Defensive Cavalry Probe (Movement, Case {C) Cavalry units cannot attack infantry nor be cffectively atjacked by infantry. It Friendly infantry units, defending on the same hex 2s 9 cavalry unit, ar eliminated in combat, then the ‘cavalry Unt is als, This would not be the case ifattacking infantry stacked with cavalry were fliminated (D} If an infantry unit makes a Hasty Attack against 2 cavaly unit, the cavalry unit must Feteat one hx the phasing Player's choice), and the infantry unit may then advance into the vacated hex where the infantry’s mov ment must end. The cavalry unit can be Fetreated to any adjacent vacant hex, or any adjacent hex occupied by Friendly units, Union Cavalry located in a port hex may be moved by sea to any other port of the Union Player's choice if ne other retreat hex is available. A Cavalry unit that reteats by sea cannot move Inits next Movement Phase, unless itis again forced to retreat by sea, If no hex is available for a cavalry unit 10 retreat into when Masti Attacked, itis eliminated. If an infantry ur attacks a’hex occupied solely by cavalry units ‘uring 3 Combat Phase, retreat them one hex {and advance the infantry unit, (£1 Union cavalry units may cut Confederate supply lines but Confaderate cavalry units that position themselves so as to cul a Union Supply ine have no effect on the supply ine. See the Supply rule, Case . (F) Any cavalry unit can occupy @ Supply Source’ and capture it. Any cavalry unit can capture a vacant objective or a clty whose fortitications have been eliminated. (G} Confederate cavalry units may block Union ‘access to a port by occupying the port hex, regardless of the cavairy unit's mode {lace-up Or facedown! (HI Union cavalry may move by sea and rail Confederate cavalry may move by ral (i) Eliminated cavalry units may not be replaced, 2) Face-up Cavsiry units are exempt from Supply status and are always supplied, (K) Cavalry units are subject ta movement Command” Control rules but not attack Command contol rules (L) CAVALRY COMBAT: Cavalry units may ‘nly attack Enemy cavalry units and only if the Enemy cavalry units are located on haxes that do not contain supporting Enemy. infantry Units. To resolve a cavalry vs. cavaly combat, assign each cavalry unit a Combat Strength of ‘one and resolve the combat by determining todd and roling the dia on the Cavalry Combat Table Resolve cavalry combat during Ihe Combat Phase, at the phasing Player's choice of timing VICTORY CONDITIONS ‘The winner of The Wilderness Campaign ie determined by the relative amount of Victory Points each Player receives during and at the conclusion of tha game. The Vietory Point Chart explains the conditions for scoring Vietory Points and the proper times to score ‘each Victory Point condition. Players should keep a record of Victory Points on a pice of oper. ‘Atthe end of the game all units re revealed in their hexes and this table is consulted to score ‘the Players’ performances. Viotory Points are scored in_ three possible ways! the loss of Combat Strength Points during the game, the occupation of certain ‘geographical objectives ond the exit of Confederate units trom the map. (A) COMBAT STRENGTH POINT LOSSES ‘The Confederate Player receives two Victory Points for each Union Strength Point lost, in the first fifteen lost; for esch Union Strongth Point lost after the first fifteen, the Contec Player receive five Victory Points, ‘The Union Player receives three Victory Points for each Strength Point lost by the Confed- erate Player. B) GEOGRAPHICAL OBJECTIVES [At the end of the game each Player receives the fllonin Yicionu Pia fs. ERS. ‘control of the following hex OBJECTIVE Victory Points received by: Union Confederate Washington cy 50 Richmond (a) 7% 15 Petersburg 2 0 Winchester 10 2» Harper's Ferry 5 ea Front Royal ° 10 Port Republic ° 10 Occupation or control 50 ° of at least one hex on all rail lines leading from Richmond 10 exes A, B, and C. {a} — both hexes of the city must be occupied (oF contrallad to receive the Victory Points. {A Player is considered to “control” an object- ive if one of his combat units is presently ‘occupying the objective or was the last unit 10 ‘move through the objective hex. The existence ‘of 3 supply line to an objective hex is not required. (C) OTHER UNIT POSITIONS. ‘The Confederate Player receives Victory Points ‘equal to double the Combat Strength of units {exited from the map by rail hexes "A", "B”, of (C" muhiplied by the number of Garhe-Tuens the units have been absant from the map by the ond of the game. This is limited to 2 ‘maximum of no more than 120 Victory Points ‘The Confederate Player also receives Victory Points for having units in West. Virginia! Maryland hoxes (those tinted light blue). Three Vietory Points. aro awarded for every one Confederate Strength Point inthe West Virginia/Maryiand Area at the end of the game. Five Victory Points are awarded to the Confed- erate Player for every one Confederate Strength Point which is in the Washington Security Zone (the stee-biue hexes) atthe end of the game. INITIAL VICTORY POINTS In Cortain scenarios, one Player or another begins the game with @ certain number of Vietory Points. These should be added to that Player's earned Victory Points. LEVELS OF VICTORY DECISIVE CONFEDERATE VICTORY: Confederate Player has at least 50 more Vie- tory Points than the Union Play | MODERATE CONFEDERATE VICTORY: ~ Confederate Player has 1-49 more Vietory Points than the Union Player DRAW: Both Playors hava the same Victory Point ‘ols MODERATE UNION VICTORY: Union Player has 1 to 49 more Victory Points than the Confederate Player. DECISIVE UNION VICTORY: Union Player has 60 or more Victory Points than the Confederate Player DESIGNER'S NOTES: The Wilderness Campaign. For three long years, the Union armies in the Eastern Theatre had stumbled and blundored into dofeat after defeat, losing opportunities for decisive victories. 1864 was to be different ‘or many reasons. Chief among these reasons was the leadership. ‘The North had st lest {ound a'leader (Grant) who could fight Lee on ‘equal ters in Lee's chosen manner: basicaly, ‘war of nerves. Next, the South had reached the point in deterioration where the war could only last another year. The shortage of food and forage, the breakdown of the rail system, the lack of reinforcements and the lass of trained leaders made this year the last chance for the South to successfully end the War “The South could no longer win military. As is quickly seen in the game, itis rarely profitable {lor the weakened Southern army to attack the ‘massive Union units. The reason the ‘South had a chance as late as 1884 is due to-a sting ‘of changing circumstances, First, tis was the ‘yar that the northern people would be asked {0 certify the methods (unconstitutional and ‘otherwise) that the Republicans had used for ‘he last four years in governing and pursuing the war. There was’ lie chance” of the Republicans succeeding in the election unless ‘they could justly themselves by strangling the Confederacy before the election Secondly, the South had an enormous ‘advantage in leadership even at this late date. ‘They simply hed more high-quality leadership ‘on lower levels than did. the. Atmy of the Potomac, which was more ike an offier’solub ‘than an oificer’s corps. Thus in the game, the southern units are In division sizes and’ the rorthern units are corps. This lends more flexibility not only in the maneuvering of units, but also in their concealment, The Vietory Conditions are rather extensive, but they necessarily encompass. the multi unctional paliice-miltary aspects of the cam paign. Basically, the Union had to advance on the southern capital, and hold the southern armies attached, and protect the northen sol, ‘and clear the. Shenandoah Valley to prevent Facurtent southern threats to Washington. The Confederacy had to protect the capital, send ‘Woops south 10 assist against Sherman, and, ‘most importantly, survive Ina real sense neither side won the campaign singe 0 litle of either side's objectives was accomplished. But stratogically, Grant roally won by. allowing all the ‘other Union ‘commanders to successfully advance, He dd it by pinning the Army of Northarn Virginia every step back to Richmond and bleeding the South 80 dry that no assistance was possible. The fost was high [and many think higher than necessary), but it worked, WILDERNESS CAMPAIGN DESIGN CREDITS: Game Design: John Young. Physical Systems Design and Graphics: Redmond A. Simonsen & Manfred F. Mikuhn, Game Developmerit: Philip Orbanes, Willam Sullivan. Rules Composition: John Young, Redmond A. Simonsen, Phil Orbanes. Production: Manfred F. Mikuhn, Daniel E. Goodman Printing: Reflex Offset, Inc, Collage Point, N.Y. 6 S MW Te (Sf =) a a) SUE Spas) 3 16 156 156 156 46 46 ic) a ere a 8 11 rey i 16 126 116 106 96 86 7-6 136 136 126 126 126 11 L ie 32OO0OO® ®9OOO2OO® ® © © © Ovvsnnnann: UU ey ug rs i} Eee ba t ae I Ee Ps | J Ey ® ae bis io3 ~ rc a) i] E Ey CJ a ry ry ke o oe 3-6 i 46 ‘| x cz oz; 6 8h oh Bungsiejed 0} 10qeH PIO) — OlXWN3IOS woe ul o Sie S a oq@eH PICD O% SSUIePIMA — SOIUVNIIS AVI 20° SIWWD Bungsieteq 01 SseusopiIM — SOIMYN3IS NOIWAWNV9 ‘08 INV sey @NeDe1 SeLELBP9}U0 aM YORUM UI sun, usweo.0jUiey 4018 wos BuLnp syun alot elles) eso\p Z9puN podeId UBeq seu JIS & p30 UouA yaee auiog tabuang Ant ‘vey ‘SI'aAoy vonn au) “SuNaNaouOANae © YOWHL LNSIWSOWOANITH/GHOOTY NUAL Bupiowed “S1NIW3OMOINGY ONIOWIA Eaton tntaeaien eee ‘akBigp aq 204 Aew UN sk. o7 JOyHeW! exp BnOWN “PoKeId Guleq oUCU9OS jeudosdde xoe1] ou jo word ays 40 94} Uo s9ys2ul Uun-2WHeD 2p 89d OWUL LNaISOWOSNY yayooa4 NENL 3HL ASN OL MOH vam

You might also like