Unconditional Surrender/Champion's Hill Additional Optional Rule 17.4 Bombardment Bombardment allows artillery to attack separately from infantry, Bombardment will slow down enemy infantry, sometimes putting it out of command control; it will prevent enemy artillery from firing, or force it to retreat. It never inflicts strength losses. This rule is optional in the Fort Donelson game but must be used in the Champion's Hill game Bombardment takes place at the end of each side's First Combat Phase, after combats involving infantry. Both sides bombard in each side's player-turn. The results last until the end of the next First Combat Phase (the other player's). All fires are considered to occur simultaneously, although the phasing player resolves his first. 17.41 Targets: Infantry or artillery can he attacked by bombardment; leaders cannot. A bombardment attack is made against one unit, not all units in the hex. The player firing says which unit he wishes to attack. The target cannot have been involved in a battle in that phase. (In the Champion's Hill game, Union units sometimes are inverted. Inverted units can be bombarded.) If several are stacked, the Confederate player chooses one, e.g., saying, "the second unit in the stack," still without seeing them If he happens to choose a leader, the bombardment has no effect. All artillery bombarding the same target is added together into one attack. 17.42 Requirements for Bombardment: Artillery must be in battery to bombard. It must have a clear LOS to the target Only units which did not give support fire that phase can bombard. Each 'Unit bombards just one target per phase. 17.43 Bombardment Tables: There are two tables, one for infantry targets, the other for artillery. The player firing adds up the factors attacking. He halves the bombardment factor of any non-rifle bat- tery (i.e., any without an asterisk by its bombardment factor) which is firing at range five or greater. (Drop fractions.) He then finds the corresponding column of the table. In the Fort Donelson game, shift one column to the left when a target inside a rifle pit is bombarded only across rifle pit's (The extreme left column is not af- fected.) He then rolls one die, subtracting one if the target is in woods (not if the target is only in Thicket) and reads the re- sult. Results are explained on the table. Note that because results last through the next First Combat Phase, artillery suffering "sup" results will not be able to bornbard then It can still bombard in this phase because fires are simultaneous. Note that in the Champion's Hill game there are many "*" results. These count as "-2" on the first four turns of the game only, against Union units only. Against Confederate units, and against anybody on turn 5 and after, they have no effect. (During the early hours of the battle the Union troops were unsure of the Rebel strength and positions, and advanced cautiously, tending to go to ground whenever they contacted artillery.) Bombardment Tables Shift one column left if target protected by rifle pits ( 1st col. no change) -1 to die roll if target in woods. Halve bombardment factors on nonrifled batteries at ranges 5 and up. Target cannot have been attacked and bombarding units cannot have fired in this phase.
NB submitted by John Kula (firstname.lastname@example.org) on behalf of the Strategy Gaming Society (http://pages.about.com/strategygames/), originally collected by Andrew Webber (email@example.com)