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MORE AGGRESSIVE ATTITUDES

GAME DESIGN BY JOHN THEISSEN

1.0 INTRODUCTION 1 8.0 COMBAT PHASE 3


2.0 OVERVIEW 1 9.0 RECOVERY PHASES 4
3.0 IMPORTANT CONCEPTS 2 10.0 SPECIAL EVENTS 5
4.0 SET-UP 2 11.0 SPECIAL RULES & EXCEPTIONS 5
5.0 SEQUENCE OF PLAY 2 12.0 VICTORY CONDITIONS 5
6.0 REINFORCEMENT PHASE 2 DESIGNER’S NOTES 6
7.0 MOVEMENT PHASE 3 PLAYER AID BACK
John Theissen MORE AGGRESSIVE ATTITUDES 1

1.0 INTRODUCTION The second loss taken by a Combat Unit will cause it to
In the summer of 1862, Major General John Pope took be replaced by its Replacement Counter, indicated by
command of the new Army of Virginia, and he wanted to the small "R" in the lower-right corner.
bring a more aggressive posture to the Federal command. The third loss is represented by flipping the Replacement
When Stonewall Jackson's Confederate wing moved north Counter to its reverse, white-stripe, side.
around the Union flank, Pope seized the opportunity to A fourth loss will result in the removal (Elimination) of
attack, and attempt to destroy, Jackson's force. Robert E. the Combat Unit from the game entirely.
Lee, in overall command of the southern army in the area, Some Combat Units have fewer than four steps of
had no intention of sitting passively. He aggressively sent Strength: for example, a three-step Unit is Eliminated
Longstreet's wing to Unite with Jackson, hoping to disrupt upon taking its third loss.
the US forces and commit to battle on favorable terms, even
though the northerners had superior numbers. A number of Leadership Rating: How well the Combat Unit is led.
battles were fought during this campaign, including the This has an effect on its abilities in Combat. Note that when
major battle of 2nd Bull Run. a Combat Unit is stacked with a Leader counter (Pope or
Lee), that Leader's Leadership Rating is used.
2.0 OVERVIEW
Unit Type: Infantry or Cavalry. These generally function
More Aggressive Attitudes is an operational-level game for
the same, but see 8.1 for an important exception.
two players exploring the 1862 Virginia Campaign. It is played
with 88 counters, 1 mapsheet, 2 Display Sheets (one for each Army: US Combat Units may belong to either the Army of
player), and a six-sided die. Each turn equals one day, and the Potomac ("P") or Army of Virginia ("V"), as indicated
each Strength Point represents about 3,000 men. in the lower-left corner of the counter.
2.1 Map Garrisons: Garrisons are a type of Combat Unit that cannot
The mapsheet represents the terrain over which the campaign Move or Attack, but can Defend. Their Strength Point is in
was conducted. Each hex represents about five miles and parentheses as a reminder of these limitations.
contains a specific type of terrain (Clear, Mountain, etc.) which
may have effects on movement and combat, as defined on the 2.3 Leaders
Terrain Effects Chart. Rivers flow along hexsides.
2.2 Combat Units
Each Combat Unit is represented by one or more counters,
and indicates certain pieces of information about that Unit.
Leader counters represent the overall Leaders of the
respective sides, and are indicated by a portrait of the
Leader in question. Leaders do not have a Strength Point
rating, but do have a Leadership Rating.

2.4 Special Event Chits


Each side has a set of Special Event Chits; see 10.0.
Unit ID: The name of the Combat Unit's commander. 2.5 Game Markers
Some formations (e.g., Jackson) have more than one Unit Various game markers are used to track certain game
due to their size, as indicated by a "1" or a "2" at the end of functions and statuses.
the Unit's name. These are treated as separate Combat
Units for all purposes, but may share one Movement Roll 2.7 Display Sheet
when they begin the phase stacked together. Each player has a Display Sheet with off-map holding boxes
and an explanation of their Special Event Chits.
Strength Points: The number of Strength Points
currently possessed by the Combat Unit. As it takes Step
Losses, this number will decrease by one:
The first step loss a Combat Unit incurs will cause the
counter to be flipped to its reverse side, indicated by a
white stripe.
John Theissen MORE AGGRESSIVE ATTITUDES 2
2.8 Glossary 4.2 CS Set-Up
SP = Strength Point or Points Hex 1208 (Cedar Mountain)
CS or CSA = Confederate; represented by gray counters Jackson (1)
US or USA = Federal or Union; represented by blue counters Jackson (2)
Stack = one or more Units in a single hex Note that Cedar Mountain is identified for historical interest,
Combat Unit = any denomination of strength points but is not a Mountain hex in game terms.
VP = Victory Point or Points
CRT = Combat Results Table 4.3 Reinforcements & Replacements
Reinforcement Units are placed on the indicated space of
3.0 IMPORTANT CONCEPTS the Turn Track.
There are no "Zones of Control" in this game. There are no Replacement counters (small "R" symbol) should be placed
stacking restrictions in this game. to the side of the map.
Fog of war: Players cannot examine the contents of
5.0 SEQUENCE OF PLAY
opposing players' stacks. Strengths must be revealed at the
moment of combat, and the attacker cannot cancel the attack Each turn consists of two player turns, and each player turn
once Units are revealed. Concealment counters can be is conducted in phases. Each phase must be completed in
placed on top of friendly stacks to disguise Units. the order listed below:
CS Player Turn
If stacks get too large to handle, the counters may be placed
on a player's Display Sheet. These boxes are for Units 1. Reinforcement Phase
stacked with a leader or with a Concealment counter. Place 2. Movement Phase
counters in the appropriate box or take counters from the 3. Combat Phase (A)
box and place them on the map in the appropriate hex 4. Recovery Phase (B)
whenever a player finds it convenient. 5. Victory Point Check
There are no supply rules: enough supply is available for all US Player Turn
Units - whether carried, acquired, or captured - during the 1. Reinforcement Phase
period of this campaign. 2. Movement Phase
3. Combat Phase (B)
4.0 SET-UP
4. Recovery Phase (A)
The US Player sets up first, followed by the CS Player. The
5. Victory Point Check
Game Turn Marker starts on the first space (August 9).
At the end of the Game Turn, the Game Turn Marker is
4.1 US Set-Up advanced one space.
Hex 1211
Important: the first Game Turn consists only of the US
Sigel
Player's Combat Phase; see 11.7.
Hex 1109
Banks 6.0 REINFORCEMENT PHASE
Hex 0507 (Fredericksburg) Reinforcements arrive on the specific Turn indicated on the
McDowell (1) Turn Track. All US Reinforcements enter via Alexandria.
Parke All CS Reinforcements enter via any Southern map edge hex
(row 27xx), paying normal movement costs to enter the map.
Reno
For both sides, the Units must be placed in a hex not occupied
Hex 1110 (Culpepper) by enemy Units. If Alexandria is enemy occupied, delay US
McDowell (2) reinforcements until Alexandria is unoccupied by CS Units.
Pope (Leader)
Hex 0515 (Manassas Junction)
Supply Depot
Hex 0309 (Aquila)
Supply Depot
John Theissen MORE AGGRESSIVE ATTITUDES 3

7.0 MOVEMENT PHASE 8.1 Retreat Before Combat


Movement potential is not printed on the counters. Once a target of an attack has been announced, the targeted
Movement is made by one Unit at a time. Roll for each Unit(s) have the opportunity to Retreat Before Combat if
Unit on the Movement Roll Table, which gives the able to do so. This is optional and up to the owning player's
Movement Points for that Unit for that Movement Phase. discretion.
For "split" Units (such as Jackson), the two Units may Infantry Units roll a die: if the result is 3+, they are
share a single roll provided they begin the Movement Phase successful and may retreat one hex. The attack does not
stacked together; these Units must still move separately. commence, and one or more of the attacking Combat
Movement may be modified by Special Events. Units may advance into the vacated hex (the advancing
Unit(s) may not attempt to attack again this phase).
Units that do not begin, end, or at any time become
adjacent to enemy Units during the Movement Phase There is a die roll modifier of +1 if the attack was to
add "2" to their Movement Roll. have been made across a river hexside.
If a Leader starts the movement phase stacked with a There is a die roll modifier of -1 if the defender is
Unit or Units, the Leader may (though doesn't have to) stacked with Pope from the August 23 turn onward.
move along with one of the Units, using the Unit's Leaders alone and Cavalry Units may Retreat Before
Movement Roll. The Leader then doesn't roll for Combat automatically, with no die roll.
movement points in this case. If the attacker consists solely of Cavalry, defenders may not
Retreat Before Combat (though a Leader may).
Units pay a cost to enter a hex and to cross a river hexside.
Garrisons can never Retreat Before Combat.
See the Terrain Effects Chart. It costs +1 MP to stack with
a friendly Unit (even for "split" Units). Exception: It doesn't If the attempt to Retreat Before Combat is unsuccessful (or
cost extra to stack with Leaders and cavalry, and Leaders and is not attempted), proceed to the next step.
cavalry doesn't pay the extra movement point.
8.2 Reveal Combat Units
Units cannot enter enemy occupied hexes. CS Units cannot The Attacker reveals the Combat Units with which he
enter or attack Alexandria September 1 and 2. wishes to attack, and the Defender reveals the Units in the
target hex. The Attacker may not call off the attack, even if
Units may exceed their movement allowance if they move
that attack is now seen to be ill-advised.
only one hex in that movement phase, but may never move
into a prohibited hex. Garrison Units may never move. 8.3 Coordination Check
If the Attacker is attempting to attack with Combat Units from
8.0 COMBAT PHASE more than one hex, he must make a die roll on the Attack
Units may attack adjacent enemy Units in the combat Coordination Table. If he receives a "separate attacks" result,
phase. Garrison Units cannot attack. A single Combat Unit then each hex must attack the target hex separately, with each
may be attacked multiple times in a single Phase, but each attack resolved separately. If that hex is vacated as a result of
Combat Unit may only attack once. Leaders alone cannot one of these combats, the stacks in adjacent hexes are still
be attacked. Leaders alone cannot block enemy movement. eligible to attack any other hexes. All Units in a hex defend as
An enemy Unit can move into a leader's hex, and the leader one force, with a single combat strength.
must then move one hex. The attacking player indicates
which stack or stacks will attempt to attack (without 8.4 Leadership Rating Comparison
revealing their Strength Points) which specific adjacent The Leadership Ratings of the two sides are compared.
enemy-occupied hex, and then follows these steps, in order: All Units stacked with Lee or Pope take their Leader
1. Retreat Before Combat Combat Rating (for Pope's rating, see 11.1).
2. Reveal Combat Units Otherwise, if there is more than one Unit participating
on a side, take the average rating.
3. Coordination Check
Jackson Units have a rating of 2 attacking and 3 defending.
4. Leadership Rating Comparison
If there is a whole number difference in the ratings, the side
5. Odds Ratio
with the higher number gets a favorable column shift on the
6. Combat Results Table Roll
CRT (left for defender, right for attacker). If a difference of
7. Casualty Table Roll 2, then the higher side gets two column shifts.
8. Disruption, Fatigue, Retreats, and Advances Fortifications, however, negate any attacker advantage by
Leader rating.
John Theissen MORE AGGRESSIVE ATTITUDES 4
8.5 Odds Ratio 8.8 Disruption, Fatigue, Retreat, and Advances
Compare the attacker's and defender's Strength Points and After resolving the Casualty Table roll, and any additional
convert to an odds ratio, rounding odds in favor of the SP losses indicated on the CRT, the other results of the
defender. 4 attacking 3 is 1:1, but 3 attacking 4 is 1:2. Combat, if any, are resolved.
Each side's Strength Points may be modified as follows
(these cases are cumulative): Retreat: Retreating Units must move into a hex not occupied
by enemy Units. The Unit may move into a hex adjacent to an
Fortification (Alexandria): Defender's SP is doubled.
enemy Unit - even the enemy Unit(s) that attacked it - so long
Gap: Defender's SP is doubled. as the new hex is not actually occupied by enemy Units. If a
Defender Disrupted: Defender's SP is halved. Unit must retreat due to a combat result, but there is no legal
Attacker Fatigued: Attacker's SP is halved. hex to move into, the Unit is eliminated.
August 10: Jackson and Banks SPs are halved when
Advance: If the defender's hex is vacated by combat, the
attacking.
attacker may advance into the hex the defender previously
Apply column shifts to determine the final odds column
occupied. All, some, or none of the attacker's Combat Units
(these are cumulative):
(and Leader, if any) may advance. Units allowed to
Shift for Leadership advantage (8.4) advance two hexes ("+" result on the CRT) must first
Shift for Defender if attacked across a river hexside advance into the defender's vacated hex, then may advance
into any other eligible hex.
8.6 Combat Results Table Roll
The die is rolled on the Combat Results Table, cross- Disruption: Disrupted Units are marked with a Disruption
referencing the final odds column to determine the result. Marker. Upon becoming Disrupted, the Unit must retreat 1
The Combat Results Table uses the following abbreviations or 2 hexes (owner's choice). Disrupted Units cannot attack,
to indicate the results: and on defense their combat strength is halved.
A: Result effects Attacker. Fatigue: Fatigued Units are marked with a Fatigued
D: Result effects Defender. Marker. The Fatigue result affects one or two Units on each
r: Indicated side must Retreat. side. Owners choose which Units are Fatigued. Fatigued
+: Attacker may advance two hexes instead of one. Units' combat strength are halved until they Recover in the
E: Indicated side is Eliminated. appropriate Recovery Phase.
-: Inconclusive; no effect. 8.9 Combat Phases A and B
*: Indicated side is Disrupted, and must retreat one or two During Combat Phase "A" (the CS Player's Combat Phase),
hexes. Units that become Disrupted or Fatigued are marked with a
1*: Indicated side loses 1 SP, survivors are Disrupted. Disrupted "A" or Fatigued "A" Marker, respectively. They will
-?: Roll the die: 1-2, both sides Disrupted, but no Retreat, recover during Recovery Phase "A" (during the US Player's
and no Advance; 3+, treat as Inconclusive. turn).
*?: Roll the die: 1-2, both sides Disrupted; 3+, treat as During Combat Phase "B" (the US Player's Combat Phase),
Retreat. the Disrupted and Fatigued "B" Markers are used; these Units
F: Both sides Fatigue one Unit. may recover during Recovery Phase "B" (during the CS
FF: Both sides Fatigue two Units. Player's turn).

Before implementing the result, both sides must first roll on 9.0 RECOVERY PHASES
the Casualty Table. Recovery from Fatigue is automatic during the appropriate
Recovery Phase (Fatigued "A" Markers are removed during
8.7 Casualty Table Roll
Recovery Phase "A", and Fatigued "B" during Phase "B").
After determining a result on the CRT, the attacker rolls on
the Casualty Table. Use the column on the top that shows the Recovery from Disruption is not automatic, and instead
minimum number of SP on both sides (round down). requires a die roll on the Disruption Recovery Table. Roll
Example: if 17 SP attack 13 SP, use the 12 column as it is once for each Disrupted stack, again during the appropriate
closest to 13, rounded down. Make one die roll only; the result "A" or "B" Phase. If the Unit fails to Recover from
on the Casualty Table applies to both sides. This is the amount Disruption during the appropriate Phase, they may then
of SP each side must lose. The Casualty Table losses are in attempt Recovery in any subsequent Recovery Phases; affix
addition to those on the CRT, if any. that stack with a "Disrupted Any" marker.
John Theissen MORE AGGRESSIVE ATTITUDES 5

10.0 SPECIAL EVENTS 11.7 First Turn (August 9)


Each Player has a set of Special Event chits, which become Ignore the Sequence of Play on Turn One. There is only a
available beginning on the August 15 turn. A player can Union Combat Phase. Banks II Corps Unit must attack the
play any number of Special Events per turn, deliberately adjacent CS Units.
and at any time, except a Unit cannot force march more
11.8 Heat Fatigue (August 10)
than once in a turn. Some chits may be placed on friendly
On August 10, all Jackson and Banks Units have their attack
and enemy Units as a reminder of their effects. When played
strength halved. Their movement allowance is 2 (don't roll).
and the effects implemented, the chit is permanently removed
from the game. See each side's Display Sheet for more 11.9 Truce (August 11)
information. On August 11, all Units on the map are prohibited from
attacking.
11.0 SPECIAL RULES & EXCEPTIONS
11.1 Pope and Lee (Leaders) 12.0 VICTORY CONDITIONS
Certain Special Events may benefit Units stacked with their Both players can earn Victory Points by causing enemy
Leader. Leaders, as other Units, have a Leadership Rating defeats. There is no limit to the amount of VP a player can
for a possible CRT modifier. Pope's Leadership Rating is earn in the game by this method:
determined by a die roll. Use the rating based on the If one side, of a strength of 8 SPs or more, suffers
outcome. See Pope's Rating Table. Disruption or Elimination on the CRT, and the other
side is not disrupted or eliminated in the same combat,
Leaders alone cannot be attacked. Leaders alone cannot the other side receives 1 VP.
block enemy movement. An enemy Unit can move into a
If the same happens, but the side that suffers disruption or
leader's hex, and the leader must then move one hex away.
elimination is 16 SP or more, the other side receives 2 VP.
11.2 US Attack Determination Roll The CS player can gain 1 VP each by occupying the
US Units Sigel, McDowell, Porter, and Parke, if attacking following cities at the end of the game:
alone or stacked with others on this list, must roll to see if the
Fredericksburg
attack is carried out. If stacked with other US Units not on
this list or with Pope, this rule is negated. This roll takes Manassas
place immediately before the potential CRT roll, and The CS player can gain VP (1 each) by
succeeds on a 1-5; a roll of 6 means the attack is not made.
occupying Rappahannock Station before August 25, and
11.3 Alexandria Fortifications Alexandria before August 27
US Defender SP is doubled in combat when defending in this
The CS player can gain VP by destroying Union supply
hex, and those Units may ignore Dr results. The CS Player
depots. At the end of a CS player turn, if a CS Unit
may not enter or attack Alexandria on September 1 or 2.
occupies a Union depot, the marker is removed from the hex
11.4 US Garrisons and the CS gains 1 VP. If the Manassas depot is
Garrisons cannot move, attack, or retreat before combat. captured/destroyed, the US player must place an alternative
depot anywhere on the rail line that runs from Alexandria to
11.5 Halleck's Orders (August 9 - August 22) Rappahannock Station (but not in Alexandria however).
This rule is in effect from the beginning of the game through
August 22. South of the Rapidan/Rappahannock Rivers VP Track: Each time a VP is earned, the player moves his
line, no Union Unit can move to be more than one hex marker along the track.
away from this river line. In other words, US Units can be At the end of the game, subtract US VP from CS VP.
adjacent to the river line south of it, but no further away.
CS side wins if it has 6 or more VP than the US.
There are no restrictions north of the line. On August 23
this restriction is lifted for the rest of the game. Otherwise, the US side wins.

11.6 Weather (Rain Turns; August 22-23)


Crossing the Rapidan and Rappahannock Rivers in Rain
Turns is prohibited; this includes Retreats and Advances.
Forced March Event Markers cannot be used in Rain Turns.
John Theissen MORE AGGRESSIVE ATTITUDES 6

DESIGNER’S NOTES When a corps or an army didn't want to fight a battle, they
When General John Pope became the new leader of Union usually could retreat before combat. Of course this was not
forces in Virginia, his plan was to unite his troops with those always the case. Thus the die roll, reflecting how much surprise
of McClellan, then move south and defeat Lee. Robert E. was attained by the attacker, or problems with deployment or
Lee understood this danger, so he planned to strike at Pope orders being carried out, etc. The Retreat Before Combat
before Union numbers increased. Jackson was sent out first DRM for Pope's hex starting August 23 is for the removal of
to try to do some damage. The game begins with the Halleck's orders which mandated caution, and reflects Pope's
situation of the historical battle of Cedar Mountain, a increasing confidence (or over confidence).
meeting engagement of Jackson's and Banks's formations. Attack Coordination is another effort that is subject to a die
The first turn rules preserve the unclear nature of Pope's roll. It wasn't easy to coordinate widely dispersed columns
orders to Banks, as well as the desire of both Jackson and before the age of radio communications. There is however a
Banks to attack each other. The historical campaign possibility that, on a roll of 6, the attacker achieves some
produced the named Battles of Cedar Mountain, Groveton, surprise or turns a flank, and that is the one column shift
and Chantilly, as well as the two day Battle of Second Bull right on the CRT. Also, to clarify, on roll of 1 or 2 the
Run/ Second Manassas. attacker may choose the order of separate hex attacks.
There really was a truce on the 11th of August for the It is hoped that players will not be bogged down by too
purpose of burying the dead from the battle of Cedar many rules, and will find this a playable game. Historical
Mountain. This is the reason for the special rule. content is in there too. My ideal wargame is one that is as
playable as possible and as realistic as possible at the same
The Attack Roll for certain US units reflects the lower level time. Hopefully players will find this game to be enjoyable
of command for Parke, less than great competence for Sigel, and also reflecting some of the history of the Virginia
and problems of transmitting and complying with orders Campaign of August 1862.
between Pope, McDowell, and Porter. It may be a fair
assessment to say that McDowell hated Pope. Other Union
corps commanders didn't care for their new commander Credits
either. The uncertain Leadership rating for Pope gives the Game design: John Theissen
Federal player a better chance by not being restricted to a Map Art: Patrick Tremoureux
uniform low rating. Cover & Counters: Tom Russell
The cost to stack with friendly units represents traffic jams on Rules Layout: Mary Holland-Russell
the roads with troops and supply wagons. Disruption from Copyright 2017 John Theissen, under license to
combat represents disorganization, need to resupply, possible Hollandspiele. Contents of this edition copyright
demoralization, and the like. Players should note the effects of 2017 Hollandspiele.
combat before committing a force to battle. Disruption, fatigue,
and casualties can occur, as well as gain or loss of victory points.
These are realistic considerations I believe.

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