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4
8
6 5 5 6 5 5 box corresponding to their Leadership
# = Confederate Orders Value for additional Orders per day.
B. Combat Rounds (4 per Battle Day)
1. Defender May Retreat (after second
Morale Table Round): Immediate loss.
2. Defender Reinforces (after second
A newly Reduced unit fails its Morale
round): Costs 1 Order to reinforce. 3
7
Check if the die roll is less than or
equal the unit’s adjusted Morale Value: 3. Defender Rallies: Costs 2 Orders
per unit returned to the Battle Line.
Morale 4. Defender Fires: Costs 1 Order per
Value Unit Type unit in the Battle Line. Designate a
1 Crack (Like, 5.2) target for each firing unit
before rolling any dice.
2 Veteran
5. Attacker Checks Morale: After all
2
3 Militia after 1861 enemy fire, newly-reduced units
6
4 Militia in 1861 check morale for rout (D.2).
6. Attacking Player: Repeat steps 1-5
Morale Value Modifiers but with the roles reversed.
Morale Checks: 7. Advance the Battle Turn marker.
Failure causes that unit to Rout. C. Dusk: End Battle Day
Each side rallies one routed unit (D.2).
1
5
-1 If that unit is entrenched.
D. Victory, Desertion & Promotion
Desertion Checks:
After battle, all reduced-strength units
Failure eliminates that unit. that participated must check their
+1 If that unit is on the losing / morale to see if they desert (D.3).
retreating side. Surviving units return to the map, either
-1 If that unit was not Routed. holding the battlefield box and receiving
-1 If there is a friendly Leader unit a battlefield promotion (for the winner)
present at that battle. or conducting a retreat (for the loser).