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US Civil War Optional Rules

Scale
5,000 men per SP roughly.

Arsenal
When placed, must be on the city with the highest resource value that is not Union occupied.
When Louisiana is rolled, two Arsenal points may be placed in New Orleans.

New Orleans Supply


Union is in limited supply in New Orleans unless they control both Proctorville and Fort Jackson
and S. Phillip.

CSA Reinforcement Placement


CSA may place 2 SP west of the Mississippi River in the Reinforcement Phase.
CSA may place a maximum of 2 SP in each of VA, TN, NC, GA, AL.
CSA may place only 1 SP in each of the remaining six CSA states.

USA Reinforcement Placement


The USA may take 1 SP in St. Louis, 3 SP in Illinois, 3 SP in Indiana-Ohio, and 7 SP in the
Eastern Theater.

Kentucky
If KY is neutral then you cannot use the rivers for naval supply or naval movement without
breaking its neutrality and having it go against you.

When Kentucky joins a side, that side gets 3 SP in Frankfort (Union) or Columbus (Rebel). The
side Kentucky goes against gets 1 SP in either Frankfort (Union) or Columbus (Rebel).

Port Supply
Ports may only give full supply to 5 SPs per port’s supply point.

Presidential Elections
If McClellan wins the Election, the Union loses 10 VP. The war goes on.

Interception/Avoid Battle
The leader’s attack rating is added to interception instead of his defense rating.

Leader’s with a movement of 4 add +1 to the die roll. Leaders with a movement of 5 add +2.

Confederate Ironclad Construction


Confederate ironclads and river flotilla that would be constructed in Louisiana, Texas, Florida,
Arkansas, or Tennessee are instead built in New Orleans if that city is Confederate.
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Leaders
They arrive on schedule but sometimes do not always leave or get promoted by the game’s rigid
rules.

Rebel Promotion
Unless otherwise stated, the Rebel’s always chose who to promote.

Free Transfers
Each side gets a set number for the game. After that number is used a transfer can only be made
at -1 VP for the Union or +1 Union VP for Rebels.

Union: 12
Rebel: 3

Turn 1
McDowell is a two star general.

Turn 2
Union Remove: 1-3 Lyon, 4 McDowell, 5 Fremont, 6 Patterson
Union Promote: McClellan.

Turn 3
Union Draw: 2 W, 1 E cavalry.

Rebel Draw: 2 random west, 1 random west cavalry and Van Dorn

Turn 4
Union Replace: Patterson with Banks.

Turn 5
Union Draw: 2 random west, 2 random east.
Retain: Foote remains (represents Dahlgren)

Rebel Remove: Place 1 three star general of your choice in the unassigned box. Replace with
Lee.

Turn 6
Union Transfer: Send 1 three star W leader to Washington. That leader remains there and cannot
move. Union gains 1 VP. If Washington is Rebel occupied, the leader is removed and the VP
lost.
Union Promote: 1 W leader. He replaces the leader you just transferred.

Rebel Remove: 1 three star leader. 1-4 Union choose. 5-6 Rebel chooses.
Rebel Promote: 1 W leader. That leader replaces the leader who was removed this turn.
1 Free Transfer.
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Turn 7
Union Remove: 2 three star leaders of your choice, with 1 going to the unassigned box. They are
replaced by 1 promoted leader and 1 R leader. Roll a die for each leader. On a 1-2 Union
choosing the leader promoted. 3-6 Rebel chooses. Repeat for the R leader.
Union Promote: Pope, Sherman, or Rosecrans.

Turn 8
Union Remove: 1 three star generals in the east and 1 three star general in the west. Also remove
the current commander of the AOP on a roll of 1-5. 1 in each theater is replaced with a promoted
leader. In the east the Rebels choose the leader on a 1-4. In the west the Union chooses.

Turn 9
Union Demote: The current commander of the AOP on a roll of 1-4. In the east the Rebels
choose the leader on a 1-3. Leader must either be a promoted 2 star E leader or Meade.
Union Replace: 1 E two star general, chosen at random. Replace with Reynolds.

Turn 11
Union Demote: The current commander of the AOP on a roll of 1-4. In the east the Rebels
choose the leader on a 1-2. Leader must either be a promoted 2 star E leader or Meade.
Union Remove: 1 E two star general, chosen at random. Replace with Hancock.
Union Replace: 1 Cavalry leader with a randomly choose R.
Union Arrival: Slocum.

Rebel Remove: 2 randomly chosen two star leaders, 1 E and 1 W or TM. Replace 1 the E leader
with Ewell. Remove 1 random W cavalry leader.

Turn 12
Union Replace: 1 E two star general, chosen at random. Replace with Warren.

Turn 13
Union Replace: 1 three star general. Replace with Thomas or Sherman (both promoted). The
replaced leader is sent to trans.
Unassigned: That General returns.

Turn 14
Union Replace: 1 Cavalry leader with a randomly chosen R. The replaced cavalry leader is sent
to trans.

Rebel Remove: Send 1 three star leader to Richmond. That leader remains there and cannot
move. Rebels gain 1 arsenal point. If Richmond is Union occupied, the leader is removed and the
VP lost. If Richmond is already occupied, the leader is permanently removed. Replace them with
the unassigned leader.

Turn 15
Union Replace: 1 Cavalry leader with a randomly choose R.
Union Replace: 1 three star general with Canby.
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Turn 16
Union Replace: 1 E two star general, chosen at random. Replace with Wright.

Rebel Replace: 1 E two star general, chosen at random. Replace with Early. 1 W two star
general, chosen at random. Replace with Stewart. 1 three star general with Hood.

Turn 17
Union Replace: 1 W two star general, chosen at random. Replace with Howard.

Union Remove: 1 three star general.

Turn 18
Union Replace: 1 three star general. Replace with Ord.
Union Remove: 1 W two star general, chosen at random.

Turn 19
Rebel Remove: 1 one star general chosen at random.

Turn 20
Rebel Replace: 1 E two star general, chosen at random. Replace with Gordon.

Simple leader Changes


Merely decide all leader changes at random. Leader losses should be decided by theater

Leader Abilities
Use only if the leader is not a subordinate

Master of Offensive Maneuver


This leader when attacking a non-fortified hex may force an opposing army to retreat two hexes
on a die roll equal to or under his movement rate. However, if he fails a battle is fought with a -2
drm for the attacker.

Master of Defensive Maneuver


This leader when attacked may force the attacking army to stop on a die roll equal to or under his
movement rate. However, if he fails a battle is fought with a +2 drm for the attacker.

Political Considerations
Leader must have SPs equal to his rank. If he does not at the end of an impulse, the player loses
1 VP.

Tactical Ability
Gains a +1 drm in attack or defense
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Tactical Wizard
In battle he gets a column shift in his favor.

Administrative Adept
May command 1 more SP than his rank would allow.

Administrative Genius
May command 2 more SP than his rank would allow.

Union Leaders

Banks
Political Considerations

Buell
Administrative Adept

Butler
Political Considerations

Fremont
Political Considerations

Hancock
Tactical Ability

Halleck
Administrative Genius

Hooker
Administrative Genius

McClernand
Political Considerations

McClellan
Administrative Adept

Rosecrans
Master of Offensive Maneuver

Sherman
Master of Offensive Maneuver
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Sigel
Political Considerations

Thomas
Tactical Wizard

Rebel Leaders

Beauregard
Administrative Genius, Tactical Ability

Bragg
Administrative Adept

Breckinridge
Political Considerations

Cleburne
Tactical Ability

Gordon
Tactical Ability

Holmes
Political Considerations

Jackson
Tactical Ability, Master of Offensive Maneuver

R. Lee
Tactical Wizard

Magruder
Master of Defensive Maneuver

Polk
Political Considerations

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