You are on page 1of 27
STANDARD RULES for the GREAT BATTLES OF THE AMERICAN CIVIL WAR Game System including PEA RIDGE @ DRIVEON WASHINGTON @ WILSON’S CREEK Copyright © 1960, Simulations Publications, Inc, New York, N.Y, 10010 Read this First: The rules of this SPI simulation game are organized in a format known as the Case System, This system of organization divides the rules into Major Sections (cach of. which deals with an important aspect of play). These Sec- tions are numbered sequentially as well as being named. Each of these Major Sections is introduced by a General Rule, which briefly describes the subject of the Section. Many times this General Rule is followed by a Procedure which describes the basic action the Player will take when using the rules in that Section. Finally, the bulk of each Major Section consists of Cases. These are the specific, detailed rules that actually regulate play. Each of these Cases is also numbered. The numbering follows a logical system based upon the number of the Major Section of which the Cases are a part. A Case with the number 6.5, for example, is the fifth Primary Case of the sixth Major Section of the rules. Many times these Primary Cases are further subdivided into Secondary Cases. A Secondary Case is recognizable by the fact that it has two digits to the right of its decimal point. Each Major Section can have as ‘many as nine Primary Cases and each Primary Case can hhave as many as nine Secondary Cases, The numbering system is meant as an organizational aid. Using it, Players can always easily tell where a Case is located in the rules.. As a further aid, an outline of the Major Sections and Primary Cases is given at the beginning of the rules. How the Section and Case Numbers Work: Major Section Number ‘Primary Case Number | Secondery Case Number [6.53] ‘The preceding example would be the number of the third Secondary Case of the fifth Primary Case of the sixth Ma- jor Section of the Rules How to Learn to Play the Game: Familiarize yourself with all of the components, Read all of the General Rules and Procedures and read the le of the Primary Cases. Set up the game for play (after reading the pertinent Section) and play a trial game against yourself referring tothe rules only when you have a ques- tion. This procedure may-take you a few hours, but itis the fastest and most entertaining way to learn the rules short of having a friend teach them to you. You should not attempt to learn the rules word-for-word, Memorizing all that detail is a task of which few of us are capable. SPI rules are written to be as complete as possible — they're not designed to be memorized. The Case numbering system makes it easy t0 look up rules when you are in doubt. Absorbing the rules in this manner (as you play) is a much better approach to game mastery than attempting tostudy them asi cramming fora test. 302P11 1.0 INTRODUCTION 2.0 GLOSSARY OF TERMS 3.0 GAME EQUIPMENT 3.1 The Game Map 3.2 Game Charts and Tables 3.3 The Playing Pieces 4.0 SEQUENCE OF PLAY 5.0 MOVEMENT 5.1 Movement Conditions and Prohibitions 5.2 Movement of Routed Units and Units Not in Command, 6.0 FORMATIONS 6.1 Unit Formations 6.2 Changing Formation 6.3 Unit Formation Effects on Fire Combat 7.0 FACING 7.4 Effects of Facing on Movement 7.2 Effects of Facing on Fire Combat 7.3 Effects of Facing on Melee 8.0 STACKING 8.1 Unit Stacking Restrictions 8.2 Effects of Stacking on Combat 8.3 Density and Fire Combat 8.4 Stacking Order 9.0 FIRE COMBAT 9.1 Combat Strength, 9.2 Weapon Type and Range 9.3 Fire Strength Per Hexside 9.4 Multiple Unit Fire 9.5 Terrain Effects on Fire Combat 9.6 Effects of Facing and Formation 9.7 Line of Sight (Line of Fire) 9.8 Results of Fire Combat Casualties 10.0 ZONES OF CONTROL, 10.4 Withdrawal Fire 10.2 Retreat Fire 10.3 Effect of ZOC on Ammunition Supply 10.4 Effect of ZOC on Leader Control 10.5 Extent of Zones of Control 11.0 AMMUNITION SUPPLY 11.1 Supply Wagons 12.0 13.0 40 15.0 16.0 110 18.0 11.2 Small-Atms Ammunition Supply 113 Artillery Ammunition MELEE COMBAT 12. Definition of Melee Strength 12.2 Restrictions on Ability to Engage in Melee 12.3 Effects of Terrain 12.4 Effect of Leaders on Melee 12.5 Effects of Morale and Rout on Melee 12.6 Melee and Fire Combat 12.7 Stacking in Melee 12.8 Retreat Before Melee 12.9 Results of Melee Combat MORALE AND ROUT 33.1 Morale Ratings 13.2 When Units are Routed. 13.3 Effects of Rout 13.4 Effects of Stacking on Rout 13.5 Rally RETREATS 14.1 Restrictions on Retreats 14.2 Retreating Through Enemy ZOC"s 14.3 Presence of Friendly Units and Retreat 14.4 The Path of Retreat RESTRICTIONS ON ARTILLERY MOVEMENT AND FIRE 15.1 Artillery Gun Crews 15.2 Exploding Caissons SPECIAL CAVALRY RULES: 16.1 Cavalry Retreat Before Melee 16.2 Cavalry Charge 16.3 Special Mounted Cavalry Rules LEADERSHIP 17.1 Brigade Commanders 17.2 Division Commanders 17.3 Other Commanders 17.4 Effect of Presence of Leaders on ‘Melee ard Morale 17.5 Leader Stacking Restictions 17.6 Detachment and Attachment of Brigades 17.7 Leader Casualties 17.8 Battlefield Promotions BRIGADE COMBAT EFFECTIVENESS [1.0] INTRODUCTION “This set of Standard Rules includes roles common o SPI's series of grand tactical games simulating ‘egimental level Ci War ates. [2.0] GLOSSARY OF TERMS Column or tn Column: One of to formations possible for infantry units to adopt, Enables units omove more rapidly along roa combat ability. See sso “Line. Command Points Rating: Each division com- ‘mander bas 8 number of Command Pein's each ‘Game-Turn, Command Points are expended 10s crease the Effeciveness Radius of Brigade com- ‘anders subordinate to that vison commander ‘One point is expended for each hex added 10 the Effectiveness Radius of & brigade commander ‘Thus, a commander with a otal of two Command Points could increase he Erfeeveness Radius of ‘one brigade commander by (wo, or two brigade ‘commandersby one. Current Strength: A unit’s Combat Stength (Gncasured in points) may be reduced during play When the anit eer loses, Such losses decrease {hecombat ability of the units each unis "current strength” i therefore kept tack of using a num ered hit. See also Inia Strength. Current Strength Multiplier: A number by which ‘unis current strength’ (measured in points) is ‘ulkpliod Yo reflect the effects of range (he di ‘ance between the firing unit and the target) on fire Divisional Integrity Rdius: & wumerieal rating ‘of each division commander which represents che range in betes over which that division com: Mander may command his subordinate brigade ‘ommanders. As Tong asa brigade commander is ‘within his division commander's radius ia the In ial Command Phase, he may move fee in the subsequent Movement Phase Effectiveness Radius: A. number rating. which measures the relative ability of each brigade come ‘ander to control his oops, The Effectiveness Radius i given in terms of hexes; the higher the umber, the greater the distance over which that brigade’ commander can effectively contol his ‘woops. Note that division commanders have.no Etfevtiveness Radius sce also “Divisional Integr. ty Ragius” and "Command Points Rating InConmsand: Avnit considered 10 bein com mand” relative to a particular leader when it tither within ha leaders Effectiveness Rachus ot inh same hex with that leader, Note that unit will generally be in command’ of the leader to ‘which that unit i subordinate, but tha his not necessarily tue; se also "Subordinate Unit” and Etfestivencss Rade,” Initial Strength: A wnie’s Combat Streneth (Goeasured in points) atthe start of the game; this ‘ale sprinted on he counter representing the unit (Gee 3.31, Sample Unis). See also ™Cureent Strength. Line: One of 10 formations posibe fo infantry units co adopt. Enables unis to fight most effec: tively atsomecostinmobilty.Seealso “Column.” ‘Morale Check: A game function performed by a Player whenever something happens which brings ino question the relative value of discretion and valor A a result of morale check, a unit may ‘Moraie Reting: ‘The numerical rating of eacheor bat unit's abiy 10 sustain the pssehologieal et fects of battle. The numbers range from"5" (best) 101" (worst). Ths rating is refersed to whenever {player i required to cheek unit's morale, ally Rating? This is the number of units in a brigade commander's Efectiveness Radi which he can clly na given Final Command Phase in addition to any that are in the ‘Thus, ia brigade commander hada Rally Rating ‘of two, he could rally two units of his command ‘which re within his ErTetveness Rags ind tion t-any stacked with that brigade commander. Note: Division commanders have no Rally Rating and. may only rally unis with which they are stacked, Subordinate Unit: A subordinateunitisone whieh hhas the name of a leader abbreviated on i. That univ isconsidered tobe subordinace to thespeciied leader (or successor). Als se "In Command.” [3.0] GAME EQUIPMENT cases (3.1) THE GAME MAP “The mapsheetporiays the area in which the batle was fought. A hexagonal grid pattern sprinted on same map to regulate he movernent und loss. tion ofthe playing pieces and to caeulate ran when units fire in combat. To make the map fe Fat, back-fold it against the crease. [3.2] GAME CHARTS AND TABLES Various visual aids are provided with the game in ‘order to simplify and iustrat certain game Tune tions. Some of these charts and tables are printed directly on the game map. There may be other ‘hartsand tables include nthe rules booklets, (3.3) THE PLAYING PIECES ‘There ate thvee 1ypes of counters in the game, combat counters (called “units”, leaders and markers, Combat units include infantry cep ments, cavalry regiments, supply wagons, and ar- tillers bateries. ‘There are atleast two types of leader counters brigade commanders and division commanders. Thee are several types of markers including Ammunition Depletion, Column, Com: bat Suength, Engaged, Game-Turm, and Casualty ‘Track Markers. There may be other types of counters in a game as dealed in the Exclusive Rules for that game [3.31] Sample Units COMBAT UNIT: Front prinate | 6NCL Desienation ender PT 5 ie Pomaion} KRIST pecsrenth Weapon tbe COMBAT UNIT: Back enc Lewis RTD} ree LEADER UNIT: Front Division Troex+—{-Name Sodnaor— Rist | axecnenes L65 VB ppisont ne 4S ey Rade Taipan LEADER UNIT: Bak Truex Ricketts BEET eepamen 316 SUMMARY OF COMBAT UNIT TYPES Front Back Mi mn RTD Cova et ted ies LE ca Anitery TPS | ntmterst timbered Seo Supply Hazon a Dison Leader 31 ‘ere 200) eae 200) Replacement Loder SUMMARY OF MARKER TYPES Pianos Pi Rout Routed Cotunn Formation Colm Enga Ergazed 4 so ws (ss) —~~- "I TD) wwe Pa a Wien «unit's Combat Strength is reduced by casualties, a Combat Suength Marker is placed lander the ito represent that units new Combat Strength. Thus, Fa “°€" Strength Point cavalry unit takes a one point loss, a “3” Sirength Point Marker would be placed under the unit. When & battery takes a loss caused by enemy aller Tie, the number of guns is reduced by placing Strength Marker under the battery in the same ‘manner as an ifaatey or caaley unit. [3.33] Unit Designations ‘The designation ofa units the historical name oF niltary designation of that unio leader. Desa rations have direct effect on play and also In ‘luded for historical interest anda an aid to sst- ting up and organizing the game [3.34] Weapon Type ‘Aluni's weapon type refers to the typeof arms tment that unit had in the bate. Weapon ‘ype ef {ects che Fie Combat Strength ofthe unt when i ‘engages in Fie Comba. The letter on the counter that unt is armed, The abbreviate are sumnmar~ teed and the effects of range on that weapon are Aisplayed on the Range Effes Char (9.25). [4.0] SEQUENCE OF PLAY (GENERAL RULE: “The play of the game is organized into “Game: Turns.” Each GameTurn is divided into two Player-Turns.. During his PlayerTurn, each Player moves his unite and then revolves combat in sequence. At the conclusion of the final Game- ‘Turn, the Victory Conditions are consulted and a winners declare GAME-TURN SEQUENCE OUTLIN! Exch Game-Turn is divided into a Fist Player “Turn anda Second Player-Turn. The Player whose layer Turn is currently in progres is termed the Phasing Player. The Sequence of Play must beex- cuted inthe order presented 1, First PlayerTorn A. Initial Command Phase: The Phasing Player ‘ay attach and detach brigades which are in the Divisional Integrity Radis-of a division com ‘ander. In adtion, the Payer checks the Dis ‘Sonal Integrity Rais to determine which brigade Commanders. afe in-command. Division com: ‘mandersmay expend Command Points toincrease the Effectiveness Radius of subordinate bride ‘commanders. The Phasing Player then checks the [Bifectiveness Radi of all his brigade commanders {o see whether the unis within each brigade com- ‘mander's command may move and fe B, Movement Phase: The Phasing Player moves al, some, or none of his units as he desires and may bring reinforcements onto the map, as deter: ‘ined by the Reinforcement Schedule. The non- Phasing Player’ units may not move during this Phase, but they may, however, conduct with: drawal freasappropnite. ©. Defensive Fire Phase: The _non-Phasing Player may conduct Fie Combat with any of his nits that ae capable of firing at any of the Phas- ing Player's units, within the provisions and testrietions of the Fite Combat and the Line of Sight rules Nether Player may move his units luring this Phase, except a8 a result of combat. D. Offensive Fire Phase: The Phasing Player ‘may conduct Fire Combat (te Phase), E. Reveat Before Melee Phase: The Phasing Player announces his mee attacks for the Melee Phase. The mon-Phasing Player then has the op- ‘ion to retteat units that rein the Zone of Control ff Enemy wnits one or two hexes, thus avoiding Inelee. The reteatng units undergo withdeaws Fire and the owning Player must roll for possible ‘out at the end ofthe retreat, whether & casually has een suffered asa result of withdrawal fire or not, The Phasing Player may advance a unit into the vacated hex FF. Melee Phase: Phasing infantry and cavalry units which begin this Phase adjacent to Enemy Units may mow enter the hex occupied by that Enemy uni) and engage in melee combat. The ‘melee combat s resolved and reteat and easblty Fesulisare applied asa result of the meee comb G. Ammunition Resupply Phase: The Phasing Payer may resupply eligible units which are out of HL. Really Phase: Pin Markers are removed from the Phasing Player's units. The Phasing Player ‘may rally his routed units which are stacked with Tenders or inthe Lttectivenes Rais thee bs gade commander. & die is rolled (0 determine whether o- not independent units rally J. Final Command Phase: Friendly lars that have been killed are replaced and leader promo- tion is performed if necessary. Uncrewed supp ‘wagons may be teerewed. During the Final Com- ‘mand Phase, game functions that occur ony in @ {en game, as described inthe exclusive rule, are performed 2. Second Player Turn ‘The second Player becomes the Phasing Player and proceeds to follow the Player Sequence. Steps ‘Acthrough J. as desribed above. 3. Game-Turn Record Interphas “Te Game-Tur Marker should be advanced one space on the Game-Turn Record Track to mark the passage of one Game-Turn. Note: Some frame fonctions as described in the Exclusive Roles, are performed, [5.0] MOVEMENT GENERAL RULE: ach type of unt and leader inthe sae has 2 Movemens Allowance whichis ied onthe Tee fain Elie ‘om: Movement Chart (19). The ‘umber ised for each unk pe tr the base umber of exes a uni could move nfo ina sage Movement Phase. Each Player moves hi mits dhrng the Moverent Phase of tis Player-Tun PROCEDURE: ‘Units may be moved one at a ine, on sacs, fex-byrhex in any direction of combination of Girton the moving Payer choos. The Move: tment Phase eas when Ine Payer anounes tha oh finsed moving Me unis CASES: [5.1] MOVEMENT CONDITIONS AND PROHIBITIONS [5.11] During ts Movement Phase each wait may ‘move as fara its Movement Allowance permis. Unit may never exceed its Movement Allowance although it may move less than its Movernent Al Towance. A unit sneer forced to move during its ‘Movement Phase. Unused Movement Pants may never be saved for subsequent Game-Turns ot Uranstered from wait 1 uni [5.12] A unit may not enter a ex containing an Enemy unit during the Movement Phase. An nem occupied hex may be entered only during the Melee Phase (se 12.0). [5.13] Fire Combat doesnot take place daring the ‘Movement Phase unless the moving Player unite trigger withdrawal or reteat fie (ee 10-1 and 103), [5.14] Units may move into and out of Enemy Zones of Contsol (10.0), although they may be Subject a withdrawal fre (10.1) when they dos [515] The number of Movement Poin a wait ‘must spend to ener a hex depends onthe pe of {erraim in the hen and he formation the wits ‘The Movement Point Cost to enter cach terrain type ie listed on the Terrain Effects on Movement Chart (5.19). Note: A unit expends Movement Points for the most expensive terrain type when entering hex with fo or more types of teen (ee. woods and clear). The typeof terrain most beneficial to the defender is used to determine any ‘olunin shits in ire combat, {5.16] Movement from hes to hex must be con- secutive; units may not skip hexes. {5.17| A wnt may not be moved or retreat off the ap. Aunt which would be forced to eteat ft the map Is captured by the Enemy Player. [5.18] Retreats conducted during any Phase do ot require the expenditure of Movement Points And are not considered movement [5.19] TerealnEtfects on Movement Chart (ee mapsheet) [8.2] MOVEMENT OF ROUTED UNITS AND UNITS NOT IN COMMAND routed nit or unit which is out ofthe Btfectve ness Radius of its brigade commander may move fone hex only, regardless of terrain costs. Such @ ‘nit may not change formation, and may not enter the Zone of Control (heeatier Z0C, see 10.0) of fan Enemy unit; i already in an Enemy Z0C, i ‘may only mave ous of the ZOC and into a hex hot adjacent to any Enemy units. Brigade com ‘anders which are out af the Divisional Integrity Radi oftheir division commander may moveon- ly one hex (regardless of tera) unless they have ‘ben detached (S20 17.6) [6.0] FORMATIONS GENERAL RULE: All combat units may be in one or two diferent formations Infateyunitsmay be in lth Lie or Columns ail units ate ether imbered or tunlmbered cavalry nits ae ether mounted or dismounted (he equivalent of infantry in Line for- ‘mation. Supply wagons, trains and leaders have nn formation. Supply wagons engage in combat as ineintantry.A unit's Formation affects the unis tility 0 moveand engagein combat, PROCEDURE: ‘To change formation a unit must expend Move- rent Points. The Movement Point Cos to change Tormation is listed under the Formation Change Column of the Terrain Effects on. Moventent Chart (6.19) Infantry and artery may change formation at any time during a Friendly Move- ‘ment Phase while cavalry may only mourt or dis- ‘mount atthe end of a Friendly Movement Phase. CASE: [6.1] UNIT FORMATIONS [6.11] Infantry units in Cotumn gain increased ‘mobility while sacrificing combat capabiiy. An infamy nit (swe bese artillery uni oF mounted cavalry unit may move though aroad ‘orpikehex occupied bya Friendly unit sfand only IE the moving wnit expends Movernent Points pay for the cos of the other terrain in that ex fie. itcannot use the road. Infantry units may uve roads pikes and bridges oly when in Column. Infantry in Coluron may never inklate melee, though they defend normally in melee, lfaatry in ‘Column may not engage in fire combat. To designate a unit as being in Column, place a Cet tan Marker ontop of i In instances where there fr Tong fines of infamy in Column, snecessary to's0 designate only the lead unit. A unit in Col tumn formation that is ied upon automatically 0es info Line formation (his occurs after the ombat has been resolved) [6.12] Infancy units in Line formation may move snd engage in combat normally. Infantry units are onsidered in Line a all times, unless otherwise designated (Gee 6.11) Infamy’ ia Line may not benefit from pikes or roads, nor may they use bridges to cross steams (Le, the presence of & oa, pike, or bride ina ex is disteparded forthe purposes of moving & unit in Line formation). [6.13] Arillery is ether fimbered or unlimbered. When an arilry batery is timbered, itis pre- pared fo move; when i is unlimbered, iis pre- pare fire. Unlimberedarillry may oaly fest may not move, When artileryisatacked by melee ‘only the status ofthe gun crew is considered (see 12.12). (The same applies to small-arms ite, Which affects only the gun crew) Gun erews are Considered to bein Line, for purposes of melee, fire combat, and when routed and moved without suns (ee 6.31 and 15.1). {6.14} Cavalry units may operate either mounted or dismounted. When mounted, they may engage in melee combat (or may charge), but they may ‘nly fire if armed with pistols, Colt repeaters, or tarbines, Dismounted cavalry units are considered Line infantry forall purposes (xcept, of course, they cannot go “into column”), and they fie, engage in melee combat, and move as such. ‘Mounted cavalry suffer aone Column adjustment {o the right on the Fite CRT when fred upon sce ‘7. Cavalry uit are pried on both sides, each side representing either mounted or dismounted fatue. To change from one tothe other, simpy pay the eost in Movement Points (See 6.22) and {tym the unit ove. For special roles pertaining to the ability of mounted cavalry to charge o recat before combat, se 160. (6.2) CHANGING FORMATION (6.21) A. uni that i outside the Effectiveness Radius ofits brigade commander and nat stacked swith a division commander inthe Initial Com- ‘mand Phase may not change its formation ducing the ensuing Friendly Movement Phase although it ould move one hex in some cases (See 17-11 and 52) 16.22] Unis pay costs in Movement Points 10 change formation, Infantry and ailery units may change formation at any time during @ Friendly Movement Phase (Hxception: 6.21), a8 lone as they have the requisite number of, Movement Poin avallable. Cavalry units may dismount or ‘mount only atthe end of a Friendly Movement PPhase provided that they have sufficient Move- ment Points remaining 10 perform the operation. ‘Thus, a dismounted cavalry unit that does not have enough Movement Points atthe end of the Movement Phase may not mount. [6.23] 1F aniery either timbers or unlimbers {Ghanges formation) within range and Line of Siaht of any Enemy smallarms unit (excluding supply wagon crew; se I) those Enemy smal ‘arms units may ira the battery before itchanges formation. This fire is a form of withdrawal fire I, asa result of such fire, the gun crew of the bat- (ety is ped or takes a casualty the balery may ‘ot complete is change of formation. This cule ‘ay be used regardless of the sacking order (See 4) of heartily unit i ts hex, end only the ar sillery baery is affected (except pinned results). [6.281 A unit which changes formation in the ZOC of an Enemy unit agers withdrawal fre from the Enemy unit (se 10.0), [6.3] UNIT FORMATION EFFECTS ON FIRE COMBAT {6.31] A uni’ formation itself has no effect on defense aptins ire. Whether a unit isin Line oF (Column will affect fire only in tha aunt in Line will present a different (ess vulnerable) facing ‘than a unit in Column (ce 72) (6.32) Limbered arillery units may not fre. {6.33} Infantry in Column may never fre nor nic Tiatemele, Mounted cavalry may haves strength ‘doubled when in melee with infantry (Se 16.2). [6.34] Mounted cavalry units may fre through their one frontal hexside it they are atmed With pistols, carbines, oF Colt repeaters {6.35} Routed units are always considered efflad- fed when fired upon. [7.0] FACING GENERAL RULE: All infantry, artillery and cavalry units have a specific facing dependent on their formation. Line infantry, dismounted cavalry and unimbered Tery have thee heasides which ae considered tobe “Frontal” hewsides, and thrce which are “EQ fade" hexsies (Gee following Mstration), The ont" of each uit isthetopof each unitcounter, the top Rexsie and the hexsides to ether side of hexsde, The three rear hexsies are the ie" hessides. Infantry in Calum, supply wagons, mounted cavalry, and limbered artilery fre always considered enladed whenever fired Upon regardless of the direction of the fire. Mounted cavalry have one frontal enside, the hex

You might also like