BLOODIEST DAY: ANTIETAM (SECOND EDITION RULES) January 8, 1996 DESIGNER: PETER PERLA DEVELOPER: JIM WERBANETH INTRODUCTION TO THE SECOND EDITION Since its publication in the summer of 1995, Bloodiest Day has been received very positively by gamers and reviewers alike. However, due to an unfortunate confusion between two different drafts of the rules, a number of errors were introduced into the final, published version. Too many by the standards of the designer and developer. Two sets of errata were subsequently compiled and made available, mainly through the online services GEnie and America Online. Yet this is not really satisfactory. Errata identifies the problems and tells players how to fix them, but as it grows, so does the probability of confusion. The best solution is to eliminate the need for errata in the first place. But when it arises, despite everyone's best efforts to the contrary, the most satisfactory measure is to assemble a new, more autoritative edition of the rules. Generally, the economics of printing and mailing makes this too costly to do. However, computers and modems make the distribution of the new rules, in the form of a text file, a far more viable alternative. So, for Bloodiest Day players, here is the second edition rules and, equally important, Player Aid Card information. They incorporate the entire body of errata to date, plus clarifications resulting from player questions placed on the online services or e-mailed to the developer. Specific areas in which changes and clarifications occur are marked with a "(" symbol, and have second edition notes that players should read carefully. These rules are intended to be definitive and authoritative, and therefore take precedence over the original ones included with the game. Whenever they conflict, the second edition rules prevail. Actually, most of the "changes" here were adopted during playtesting and development, and were considered crucial to the game. Gamers should pay special attention to the Player Aid Card at the end of these, as it is greatly altered. Furthermore, please note that the organization is slightly different, and that the case numbers do not always match those of the same rules in the first edition booklet. In a few cases, some of the concepts are expressed slightly differently. Every effort has been taken to increase clarity. But should players have questions, they should feel free to address them to the developer, preferably via the Internet at jwerb@pgh.nauticom.net. Those without computers should mail them to Spearhead Games. In any case, please specify that your questions pertain to the second edition rules, dated January 8, 1996. Not everyone has a computer and modem, so those who do are encouraged to make this version available to other gamers. To quote the advice on some shareware: "Distribute like mad." I sincerely hope this answers everyone's questions, corrects all of the first edition's errors, and makes Bloodiest Day even easier and more enjoyable. -----Jim Werbaneth RULES OF PLAY 1.0 INTRODUCTION The game Bloodiest Day: Antietam is designed to be played by two players. One side commands the Union forces, while the other controls the Confederates. Bloodiest Day consists of the following components. One 34"x22" mapboard Two Player Aid cards 192 die-cut playing pieces This rulebook Study folder Four six-sided dice; two blue and two white. 1.1 The Map: The mapboard portrays the area over which the battle of Antietam (or Sharpsburg) was fought in September 1862. The map scale is approximately 1"=850 ft. The mapboard is divided into a collection of numbered Areas. Areas come in various shapes and sizes, with border lines separating them. Each area contains a black-bordered box divided into two halves. The number in the top half is the Designation Number that identifies that Area. The number in the lower half of each box (ranging from +1 to +4) is that Area's Terrain Effects Modifier (TEM). Some areas have two numbers separated by a slash. The number to the left of the slash applies when the area is attacked by enemy forces that cross the area bou ndaries made up of creek (the heavy blue line)or the Sunken Road (designated by the dashed boundary). 1.2 The Playing Pieces: 1.2.1 General Rule-----The game contains two different colored sets of die-cut playing pieces representing the commanders and soldiers who actually fought in the battle, plus some markers to keep track of various game functions and conditions. Confederate units are gray and Union units are blue. Each division has a unique identifier which appears on all units of that division. Each combat unit represents an infantry or cavalry brigade or an artillery battalion, or half of a Brigade or Battalion, referr to as "demi-brigades" and "demi-battalions." In addition to combat units, each side also has Leaders, representing the army and corps commanders (plus cavalry division commanders) in the chain of command. (1.2.2 Combat Units-----Each combat unit has a front (Fresh) and back (Spent) side. The front of a unit shows the unit designation and its Fresh combat strength and movement allowance. The back of a unit shows only a parenthesized Spent combat value. Units on their Spent side may not attack, and their movement is usually limited to retreats. SECOND EDITION NOTE: The brigades of the Union 3rd Division, II Corps have their division mislabled as the 2/II on the fronts of the counters. They have the correc t designation on the reverse. The corps badge is correct. 1.2.3 Leaders-----Each healthy leader can activate any and all combat units belonging to his formation. Wounded leaders cannot do anything for the remainder of the current game turn. Killed leaders are removed from play, but may be replaced later on in the game. An artillery leader may activate artillery units under his command, but not infantry or cavalry. A replacement leader assumes control of all units originally controlled by the dead leader he replaces. 1.2.4 Markers-----There are a number of markers used in play. 1. A Game Turn marker is used to keep track of the current hourly game turn. 2. An Impulse marker is used to keep track of the current impulse. 3. An Advantage marker gives special abilities to the side that currently holds it. 4. A Bridge Control marker is used to keep track of which side controls a bridge. 5. A Ford Found marker is used to indicate that the USA player has discovered a hidden ford. 6. Control markers are used to indicate that a side has captured a territorial objective-----a "star" Special Area. 7. Leader Wounded markers show which leaders have been recently wounded in combat, and cannot activate their forces. Developer's Note: If for some reason players find that they do not have enough neutral markers, they should feel free to beg, borrow or steal (from other games) any that they might need, or fashion additional ones themselves. Of course, they really should refrain from making up new combat units! 1.3 Preparing for Play 1. Place the Game Turn, and Impulse markers on the appropriate spaces of the Turn Record Track as dictated by the scenario set-up instructions. 2. Consult the Order of Appearance card and place the "At Start" units as indicated. Players should also organize their reinforcements on the Order of Appearance Chart to facilitate placement during play. 1.4 Glossary The following terms will be used throughout this rulebook. Active Leader: A Leader capable of directing the activity of combat units under his command during the current Impulse. Active unit: A Fresh combat unit that has been designated to take part in the current impulse. Active units are flipped over to their Spent side upon completion of the impulse. Adjacent: Two areas sharing a common border. The border can be short or long, depending on the map arrangement, but areas that meet only at a single point are NOT considered adjacent. Advantage: A marker used to keep track of which side may perform a special action. Once used, the marker is passed to the opponent. Area: Any numbered space on the mapboard. Note that areas are irregularly shaped. Battalion: An Artillery formation consisting of one or two units with the same designation (component units are called "demi-battalions"). Brigade: An Infantry (foot) or Cavalry (mounted) formation consisting of one or two units with the same designation. Each unit in a two-unit formation is called a "demi-brigades." Combat units: All units except Leaders. Contested: Any Area containing both friendly and enemy combat units. Controlled: Any Area which currently contains combat units from just one side. Commander: The leader of a major combat formation (a Corps or Union Cavalry Division) who directs the actions of all combat units bearing the same color stripe as the leader. Defense Value (DV): The strength of a defending group prior to the addition of any dice rolls or other modifiers. Defense Total: The sum of the defending side's Defense Value (DV) and a combat resolution dice roll. Demi-battalion: One-half of a 2-unit artillery battalion (roughly 8-18 guns). Demi-brigade: One-half of a full 2-unit infantry or cavalry brigade (roughly 2-3 regiments). Dice roll (DR): The sum of a roll of two dice. Dice roll modifier (DRM): An addition to the original DR caused by various game functions. For example, a DR of 7 with a -1 DRM results in a modified DR of 6. Die roll (dr): A roll of one die. Die roll modifier (drm): An addition to the original dr caused by various game functions. For example, a dr of 4 with a +1 drm results in a modified dr of 5. Division designation: The number or name of a particular division. All units bearing the same designation are considered part of the division. Several attacking units from the same Division that are involved in an Assault can affect the outcome. Fresh: The front side of a unit, containing its Combat Value (CV) and Movement Allowance (MA). Only Fresh units may move normally and attack. Fresh units can become Spent for various reasons. Game Turn: All the impulses of a single period of two hours. Game Turns are listed on the Turn Record Track. Identity (ID): The box in each Area containing its Designation Number for reference purposes. Impulse: A "mini-turn" that occurs within each Game Turn. One side moves and conducts attacks during each impulse. In Command: A combat unit is In Command if it is currently occupying the same Area as, or an area adjacent to, its Corps (or cavalry division) Commander. Leader: A commander of a Corps, Cavalry Division, or Army. Leaders can "activate" combat units during an Impulse, affect the outcome of combat, and assist in unit Recovery. Mounted Units: Cavalry and Horse Artillery. Movement Allowance (MA): The maximum number of "movement points" a unit can expend to move from one area to another during a single Impulse. NA: Stands for "Not applicable." Offense Total: The sum of the attacker's Offensive Value (OV) and a combat resolution DR. Open Ground: Any Area with no sheltering terrain. This is indicated by a Terrain Effects Modifier (TEM) of "+1" printed in the Area. OV (Offensive Value): The total strength of an attacking group, prior to the addition of a combat resolution dice roll and other modifiers. Overrun: Any attack generating more Casualty Points than the defender can pay. When this happens, the defender is assumed to have broken and run away in panic. Parent Organization: The Division or Corps formation to which a particular Brigade or Battalion belongs. Most Brigades belong to a Division or a Corps. Some cavalry Brigades belong to Divisions, are also, for game purposes, Corps. Most artillery Battalions belong to a particular Corps, but each Reserve Artillery unit may be considered part of any friendly Corps the owner chooses any time during a friendly Impulse (Note that any CSA leader can activate any friendly unit within range.) Reorganized: A combat unit in the Previously Eliminated box that returns to play during the Rally Phase. Spent: A unit that becomes disrupted or exhausted due to movement or combat. Flip the unit to its reverse side, containing only its reduced Combat Value. Spent units may defend, but cannot move or attack. Terrain Effects Modifier (TEM): The value added to the defender's Defensive Value (DV) based on the amount of covering terrain in a given Area. Vacant: An Area containing no Combat units. Volley: Fire directed from a single Area into any adjacent Area. Symbols > greater than >= greater than or equal to < less than <= less than or equal to 2.0 SPECIAL AREAS AND HOW TO WIN 2.1 General Principle: To win, you must destroy the opposing army, drive it from the field, or place it in an untenable situation. "Victory Points" (VPs) are awarded for eliminating enemy units. In addition, special conditions apply for controlling certain areas on the mapboard. The winner is determined by the number of VPs one side accumulates by the end of a game. In addition, the Union Player may win by occupying key areas on the map. 2.2 Controlling Special Areas 2.2.1 Areas Marked With a Star-----The West Woods (Area 29), Dunker Church (Area 42), and Sunken Road (Area 41) areas are marked with a star. For each of these areas that the Union side currently controls, it receives a +1 DRM to all its Impulse DR's. 2.2.2 Areas Marked With a Boxed Star-----Two areas on the Union right flank at the start of the game (Areas 1 and 21) are marked with a star inside a box. For each of these areas that the Confederate side currently controls, the Union receives a -1 DRM to all its Impulse DR's. If the Union ends the game in control of the Sharpsburg area, it wins an automatic decisive victory. 2.2.3 Areas Marked With Two Stars-----Three areas are marked with two stars (areas 8, 10, and 34). These are important objectives for the Union player, cutting off possible routes of retreat for the Confederate army. If the Union Player ends the game in control of all three double-star areas, he wins a decisive victory. 2.2.4 Sharpsburg Area-----If the Union ends the game in control of Sharpsburg (area 14), that player wins an a decisive victory. 2.2 Determining A Winner (2.2.1 Victory Points: If the Union player fails to win a decisive victory by controlling Sharpsburg or all the double-star areas, victory is determined by victory points. 1). Each side totals the printed Fresh combat value of each enemy combat unit permanently eliminated from play or currently in the Previously Eliminated box. 2). Add to this points for killed enemy leaders: 10 for Robert E. Lee, and 5 for every other leader. 3). Award 5 points to the Union if Lee is seriously wounded, and 3 to either side for each other seriously wounded enemy leader. 4). The Union also receives 5 points for each double-star area it controls. 2.2.2 Relative Victory Levels-----Find the Victory Level that corresponds to each side's point total. The side with the higher level of victory wins the game. Subtract the lower level's number from the higher level's to determine the extent of the victory. If the result is zero, the game ends in a draw. Historically, the Union achieved an Important victory (2) and the Confederates gained a Marginal victory (1), which produced an overall Union Marginal victory (2-1=1). Tie-Breakers: If both sides score the same level of victory, with enough points to earn at least a tactical victory, then the one inflicting the higher number of casualty points wins a marginal victory, the lowest level of win possible. In the event there is a tie, the battle ends in a draw. Should both players fail to score the minimum points for a tactical victory, neither one has a victory; everybody loses. Developer's Note: The ramifictions of such an event would have been interesting and profound. No doubt, Robert E. Lee would have been severely disappointed that his invasion of the North accomplished so little, though his political superiors probably would have been relieved that the Army of Northern Virginia made it home largely intact. The effects on the Union side would have been in stark contrast. Imagine George McClellan happy that his army survived contact with one that he imagined to be of superior strength. But Lincoln and Secretary of War Edwin Stanton would are even more angry with his lethargy than they were historically, and McClellan is still fired, though with maybe even more alacrity. On the political level, Lincoln would have lacked the political capital needed to issue the Emancipation Proclamation in 1862. Because of this, the specter of Anglo-French intervention would have hung over the Union well into 1863. 2.2.3 Victory Levels: 0. Loss: Less than 25 Victory Points 1. Tactical: 25 to 35 Victory Points 2. Important: 36 to 50 Victory Points 3. Major: 51 to 75 Victory Points 4. Decisive: More than 75 Victory Points SECOND EDITION NOTE: No, the victory conditions were not changed. However, in the original rules victory points were called casualty points (something else altogether). Moreover the first edition rules stated that anything under 35 points was a loss. It should have been 25. There was little chance that either would terribly confuse players, but they have been corrected in the interest of getting everything right. 3.0 SEQUENCE OF PLAY Each game is composed of a series of Game Turns. The following sequence of phases and impulses occurs each Game Turn. 1. Union Long-Range Bombardment Phase Union V Corps artillery units with parenthesized strengths may use those strengths to bombard any areas north of the road from the Lower Bridge to Sharpsburg and east of the main road from Sharpsburg north, inclusive (a red line is printed on the map to mark the limit of long-range bombardment). The firing units must be east of Antietam Creek. One demi-battalion may fire on a marked area during the phase, but no area can be fired on more than once. One demi-battalion may support each attack, which adds o ne to the Offensive Value (OV). One Confederate unit in a target area must be chosen as the Primary Target, as per normal bombardment rules. Both attacking units are Spent after firing. See Bombardment (8.4) for details. A Union artillery unit that conducts Long-Range bombardment is immediately Spent. Resolve each attack, with both sides rolling two dice. The Union attacker adds the result to its printed Offensive Value (OV), and adds one for a supporting artillery unit capable of long-range fire. The Confederate defender adds DOUBLE the area's Terrain Effects Modifier (TEM). Subtract the DV from the OV. If the result is more than zero, then the defender must absorb that number of Bombardment Points (CP's), beginning with the Primary Target unit. 2. Action Phase Players alternate impulses in the action phase. The Union side has the first impulse during game turn 1. Thereafter, the Confederate side always performs the first impulse. A side may NEVER perform two or more Impulses in a row, unless the opponent chooses to pass in between each Impulse. In a Union impulse, before doing anything else, the Union player makes a dice roll (DR) to check whether the Impulse marker advances or the Action Phase ends. If the DR > the number of the current impulse on the Impulse Track, move the marker to the next space. If the DR <= the number, the Action Phase is over at the end of the current Union impulse. NOTE: This is never done in a Confederate impulse. [SECOND EDITION NOTE: THIS IS ONE OF THE MOST IMPORTANTCHANGES FROM THE FIRST EDITION.] During a friendly impulse, the phasing player may do ONE of the following things: A. Activate one inactive leader. The Union Player may only activate an inactive leader if that leader is McClellan or if McClellan is Active and stacked with the leader to be activated. (He may not be merely adjacent.) B. Designate any one area containing or adjacent to an Active leader as the active area for the impulse. The chosen leader, and any or all of the combat units subordinate to that leader in the designated area may move and attack during the impulse. IMPORTANT EXCEPTION: Any Confederate combat units in the designated Area may activate, regardless of which Parent organization the specified leader commands (This reflects the greater flexibility of the Army of Northe rn Virginia when defending a well-prepared p osition). Note that ALL such units need not act at once, nor must they act in any set order. Activated units may do one of the following: 1). Artillery may bombard an adjacent area. An area may be bombarded just once per impulse. 2). Infantry and cavalry units may conduct a Volley attack against any one adjacent area that is "clear" (TEM = +1). Units that conduct a volley attack are immediately Spent. Units may not move and then conduct a volley attack. Only one volley is allowed against any given area per impulse. 3). Units may move. Infantry and cavalry units that move may conduct assault as part of their movement. Once again, an area can be assaulted only once in any given impulse. 4). Pass. If both sides pass in succession, the Action Phase ends and play proceeds to the Rally Phase. Note that an area can be attacked once through EACH type of combat, for a total of three attacks, per impulse. In addition, not all units in an activated area have to attack the same area; some may volley or bombard against one area, for example, while others similarly attack another. Likewise, different units can assault different areas in the same impulse. However, no unit can make more than one at tack (of any kind) per impulse. At the end of the impulse, the phasing player moves the impulse marker to the next box on the track, and flips it over to show that the next impulse belongs to his opponent. 3. Rally & Reorganization Phase First the Confederate side rallies all Spent units, then the Union side. Any number of units may be rallied by both sides in a single area in a single turn, up to the area's normal stacking limit. Spent units are automatically rallied and flipped over to their Fresh sides, even if the area they occupy contains enemy combat units. To Reorganize eliminated units, the owner must have an active Leader in an area that contains no enemy units. Select any one friendly unit in the Currently Eliminated box that belongs to the Parent formation that the leader commands (note that CSA leaders ARE NOT restricted in this way as to which units they may rally). Place the selected unit on its Spent side in the area containing the Leader. The owner must immediately remove from play another unit of the same type (infantry, cavalry, artillery) and having at least the same printed strength on its Spent side from the Currently Eliminated area. The removed unit is permanently eliminated and may not return to play for any reason, nor may it be used to help rally any other units. A Leader used for this type of rally immediately deactivates. SECOND EDITION NOTE: The first edition rules erroneously stated that Confederate leaders could only reorganize units from their own commands. This ha s been corrected, so that, except for the restriction below, any Confederate leader can reorganize any Confederate combat units, regardless of affiliation. IMPORTANT: Only Robert E. Lee can Reorganize Army of Northern Virginia [ANV] artillery units. In addition, the two Confederate independent units under Evans cannot be reorganized, nor can they be permenantly eliminated as part of the reorganization process. If either is destroyed, put it in the permenently eliminated pile right away. Any Replacement leader occupying the space for the current turn on the Turn Record Track is placed on his inactive side in an area containing any friendly units belonging to the Parent formation he commands. 4. End Phase Advance the Turn marker one space to the right on the Turn Record Chart, move the impulse marker to the "0" space on the tract, and repeat all the phases listed above during the next Game Turn. Play continues until the last game turn of the scenario is concluded, at which point victory is determined. See 2.0 Special Areas and How to Win. 4.0 REINFORCEMENTS 4.1 General Principle: Reinforcements are Fresh units entering play for the first time. All units scheduled to be placed in a single Area on the map on the turn indicated. This requires activation in a friendly impulse, but does not require the active participation of a friendly leader; it is the only form of unit activation without this requirement. On subsequent turns, units that have entered as reinforcements are bound by all normal activation rules. 4.2 Delayed Entry: Units that do not enter play on the turn indicated on the Order of Appearance chart may do so on any turn thereafter, in the area in which they were scheduled to arrive. Reinforcments may never arrive in an alternate area. Note that they may enter the area even if it is occupied by enemy units, resulting in an immediate Assault. Reinforcements may not enter an area in violation of friendly stacking limits. 4.3 Entering the Map: After paying the normal movement cost to enter the entry area, activated reinforcements can continue moving up to the limit of their movement allowance. See Movement (7.0) for details. 4.4 Union VI Corps The Union VI Corps is eligible to enter on the 1130 game turn, on Area 72, 74, or 75. The leader Franklin is Active when he enters the map. 4.5 Confederate A.P. Hill's Division At the start of the 1330 turn, before Union long-range bombardment, the Confederate player rolls one die. On a roll of 1 or 2, A.P. Hill's division may enter on Area 9 or 10. On any other roll, the reinforcements enter on the 1530 turn at the earliest. 5.0 LEADER ACTIVATION 5.1 General Rule: The side performing an Impulse may activate a currently inactive Leader. Only units commanded by an Active Leader may move and attack during any friendly Impulse. 5.2 Inactive Leaders: All leaders except the Union Hooker (I Corps) and Mansfield (XII Corps) begin the game "Inactive" except as noted below or in the scenario instructions. An inactive leader cannot activate combat units until he himself activates. 5.3 Activating Confederate Leaders: To activate a leader, the Confederate side flips the leader to his Active side. No other action is allowed during the Impulse. 5.3 Activating Union Leaders: 5.3.1 Hooker and Mansfield Initial Activation-----Hooker (I Corps) and Mansfield (XII Corps) begin the game Active. If no units of I Corps move or attack during the first Union impulse on Game Turn 1, Hooker immediately deactivates. 5.3.2 Activation-----McClellan (Army of the Potomac), Hooker (I Corps) and Mansfield (XII Corps) may each activate individually in any friendly impulse, just like a Confederate leader can. Any other Union leader can activated only if McClellan is active and in the leader's area. 5.3.3 McClellan Moving and Activating----McClellan may move during an impulse, if he is active at the start of the impulse, and the only other action taken (if any) is the activation of another Union leader, prior to moving. If McClellan moves at the start of the impulse, no other action is possible. 5.4 Deactivating Leaders: Once activated, a leader becomes inactive for any of the following reasons: 1). He is used to reorganize units from the Previously Eliminated box. 2). He participates in an assault in which where OT < DT. He must be in the same area as the assualt when it happens; he cannot be deactivated just because he was activated in the same impulse. 3). All friendly units in his area are eliminated. Place the leader with any friendly unit in the Parent formation he commands, regardless of the distance between the leader and the unit. 4). The Enemy Player uses the Advantage marker to choose him for deactivation. As above, only one of the IX Corps leaders may be deactivated. IMPORTANT NOTE: A leader is never flipped to his inactive side just because an impulse or a turn ends. 6.0 UNIT ACTIVATION 6.1 General Rule: A unit can move, attack or both during any impulse that an appropriate leader activates the area the unit currently occupies. If an Active leader activates units to conduct an impulse, that leader may also move. He does NOT have to begin or end his move in the same area with any of the units he activated (he may begin the impulse adjacent to the area and end his move in any area he is eligible to enter). An Active Leader who activates units, moves, or both is NOT considered deactivated. 6.2 Confederate Activation: Any active CSA Leader may activate any Fresh units, even if the leader does not command their Parent organizations. 6.3 Union Activation: Combat unit must be activated by the leader who commands the unit's Parent Organization, identified by the corps flag printed on the unit(s). 7.0 MOVEMENT 7.1 General Rule: An activated leader or other unit can move from one adjacent area to another. Each area entered costs a certain number of Movement Points (MPs), which are deducted from a Fresh combat unit's Movement Allowance (MA) printed on its counter. Units may begin moving separately or in groups, as long as they all originate in the same activated area. Spent units may not move at all. Leaders are treated differently in some respects. 7.11 Movement Costs: (SECOND EDITION NOTE: The movement examples on page 11 of the first edition rules are incorrect. The cost to enter an area containing only Spent enemy units (Area C for example) is only 2 MP's, not 1+2=3 MP's as shown in the example. Similarly, the cost to enter an area containing any Fresh enemy units is (Area D) is only 3 MP's, not 4. Moving units expend MPs to enter an area according to the Movement Costs chart on the Player Aid Card. A unit that lacks the MPs to enter an Area may not move into it, even if it has not moved at all during the Impulse. No more than 5 units or one entire Division (whichever is greater) may cross a Bridge or Ford during a single impulse. There is no actual, additional movement point cost for crossing a Bridge or Ford. Developer's Note: Unlike most other wargames, the cost to enter an area in Bloodiest Day has nothing to do with the sort of terrain it contains; going up a steep hill, or into the woods, costs the same as entering an open field. Relative difficulty is already factored into the size of the area. For example, it can be concluded that a large one is easier to traverse than a small one, as it takes the same amount of time, measured in movement poin ts, to enter and cross them. 7.2 Leader Movement 7.2.1 Movement Allowance: Active Leaders have a Movement Allowance of 10. Deactivated leaders may not move at all. 7.2.2 Leaders and Enemy-Occupied Areas: Leaders pay no additional cost to enter enemy occupied areas or areas adjacent to Fresh enemy units. Likewise, they may freely exit enemy occupied areas at no penalty. 7.3 Mounted Unit Movement: 7.3.1 Definition of Mounted-----References to "mounted" units includes both Cavalry and Horse Artillery. 7.3.2 Movement Restriction-----Mounted units may never enter an area containing Fresh enemy infantry units. 7.3.3 Mounted Withdrawal-----Whenever enemy units enter an Area occupied by friendly mounted units, and there are no mounted enemy units present, any and all friendly mounted units may immediately move one or two areas to the rear (toward the north or east edges for the Union or the south or west edges for the Confederates), ignoring normal movement costs. Withdrawing units may not enter the area vacated by the enemy units which just entered the withdrawing unitsŐs area. Withdrawing units can be Spent or Fresh. Each Area entered must contain no enemy combat units of any sort. After completing withdrawal, each unit makes a dr: On a 0 or 1, a Fresh unit is Spent; a unit that is already Spent is eliminated. Union Cavalry units Subtract one from their drs. 7.4 Stacking (More Than One Unit In An Area): 7.4.1 Stacking Limits-----Stacking for each side in an area is limited to 10 combat units or all combat units belonging to any two Divisions, whichever is greater. In the second case, all combat units present must bear one of the two Division designations; all other combat units with other designations are over the limit if there are more than 10 friendly combat units present in the area. Leaders never count toward the limit. 7.4.2 Limits During Movement-----If a moving unit would violate stacking limits by entering an Area, it cannot enter that Area at all. 7.4.3 Opposing Units in the Same Area-----Stacking limits apply to each side independently. This means that, for example, 10 Confederate AND 10 Union units could occupy the same area at the same time. 7.5 Entering & Exiting Areas: 7.5.1 Entering Enemy-Occupied Areas-----A unit MUST stop moving the instant it enters an area containing any enemy combat units. 7.5.2 Attempting to Enter Prohibited Areas-----Certain units may not enter areas containing certain types of enemy units. Those that attempt to do so automatically fail, must stop moving for the impulse, and become Spent or Inactive. 7.5.3 Mounted Unit Restrictions-----Artillery, Horse Artillery, and Leaders may never enter an area containing enemy infantry or cavalry units unless they are part of a group containing other unit types, or the area being entered contains other friendly unit types. Cavalry units may never enter an area containing any Fresh enemy infantry units unless they are part of a group containing infantry, or the area being entered contains friendly infantry. 7.5.4 Leaving Enemy-Occupied Areas-----A unit that leaves an area containing any enemy combat units may only enter an adjacent area that contains at least one freindly unit and no enemy units. If no such area is available, the unit may not move at all. If the moving unit is Infantry or Artillery, it MUST stop moving the instant it enters an adjacent area. Cavalry, Horse Artillery, and Leaders may continue moving normally if desired. A unit must pay extra MPs to enter or leave an Area containing enemy co mbat units. If it lacks the MPs to do so, then it may not enter or leave the Area. 7.5.5 Movement and Assault-----Units that do not move at all before they Assault, and clear the area of all enemy combat units may move freely they have sufficient MPs remaining to do so. 7.6 Spent units: Spent combat units cannot move or attack. 7.7 Bridges & Fords: 7.7.1 Bridge Capture-----An infantry or cavalry unit located in an area adjacent to a bridge and without any enemy combat units must expend 2 MPs to attempt the capture. If both areas bordering the bridge contain only friendly units, the bridge is automatically captured. Otherwise, make a DR and consult the Bridge & Ford table. 7.7.2 Finding Fords-----The rules for finding a ford are the same as capturing a bridge, except that a DR is always performed even if Union units are the only ones occupying both areas adjacent to a ford. Once a ford is found, place a "Ford Found" marker on it. Both sides may use a marked ford for the remainder of the game. The Union side can use the Advantage marker (10) to search for a ford without having a unit present in an adjacent area. 8.0 COMBAT 8.1 General Principles: There are three types of combat: Assault, Volley, and Bombardment. Here are some important things to remember about combat: 1). Units that are not activated may not attack. They cannot join in an attack simply because it occurs in the Area or Zone they occupy. 2). Each Area may be attacked just once per Impulse, unless it suffers Overrun (8.6.3). Each activated unit may attack more than once per Impulse, as long as it achieves an Overrun each time it attacks and then pays the necessary MPs to do so. 3). Once an attack occurs in an Area, no friendly units may move into that Area for the rest of the Impulse. Retreats are unaffected. 4). Activated units already in the Area that was just attacked may attack again if they Overran the defender, have enough movement points left to do so, and if there are any enemy units present in an adjacent area to which they may move ans assault. 8.2 Combat Types: There are three types of combat in Bloodiest Day; assault (close range fire and melee), volley (longer-range shooting and skirmishing), and bombardment (artillery fire). 8.3 Combat and Movement: 8.3.1 Assault During Movement-----Moving units that enter an area containing enemy units must Assault those enemy units, once all other units eligible to move during the impulse have had the chance to enter the same area. Only moving units may participate in the assault; other friendly units already in the area may NOT join in the same Assault with the moving units. Thre is NO additional cost in movement points to execute an assault if the activated units move into the area, but a cost of 1 MP if they star t there. 8.3.2 Assault Before Movement-----Units that are eligible to move during the impulse but did not actually do so before participating in an an Assault must spend MPs to perform the attack, because they may be able to move if an Overrun occurs. See the Movement & Combat Cost chart for details. There is no extra cost for an Assault if the attackers just entered the Area where the attack takes place, because the cost is paid as part of actual movement. 8.3.3 Volley-----Units that perform Volley may not move or attack again, even if they achieve an Overrun. Units that move at all may not perform Volley. Volley uses up all of a unit's Movement Allowance. 8.3.4 Bombardment-----Artillery units cannot move at all if they intend to fire. Those that do move are ineligible to perform Bombardment in the same impulse. 8.4 Bombardment: (8.4.1 General Rule-----Bombardment is carried out only by artillery units. It may be conducted during the Union Long-Range Bombardment Phase by the specified units of the V Corps. It may also be conducted by a side during a friendly impulse, but only against targets an adjacent area. SECOND EDITION NOTE: Bombardment may not be conducted against enemy units in the same area as any friendly forces. 8.4.2 Procedure: 1. The attacker designates a lead artillery unit and then selects a Primary Target unit in the target area. If there are any fresh enemy units in the area, it must be fresh; only if all are spent can the attacker choose a spent unit for a target. IMPORTANT: This is the only form of combat in which the attacker chooses the defender's lead unit. 2. The OV is the Lead unit's Combat Value, plus two for each additional artillery unit in the same area committed to supporting the bombardment. The defender's DV is equal to twice the normal TEM of the area under attack, plus 1 if at least one Fresh friendly artillery unit is present in the area. A maximum of one artillery unit can support a Union Long-Range Bombardment, and the defender cannot receive artillery support at all.) 3. Both sides make a DR. The attacker adds its result to its OV and the defender adds its result to its DV. Subtract the Defensive Total (DT) from the Offensive Total (OV). If the result is more than zero, then the defender must absorb that number of Bombardment Points (BPs), beginning with the Primary Target unit. 8.5 Assault & Volley: 8.5.4 Eligibility-----All types of units (including artillery and leaders) may participate in Assault combat. All units (except supporting artillery) must be located in the same Area or Zone in order for an Assault to take place. Artillery may never initiate Volley. (8.5.5 Volley Restrictions: 1). Each attacking unit must be Fresh, under the command of an appropriate fresh leader (6.0), and must not have moved at all during the current impulse. 2). The Lead unit must be an Infantry or Cavalry unit, never artillery. 3). The target area must be adjacent to the one containing the attackers, and must be "clear" (TEM = +1). 4). Volley cannot be conducted against enemy units located in the same area as any friendly units. SECOND EDITION NOTE: This is a big change. In addition, the same restriction applies to bombardment as well. Essentially, if both friendly and enemy units occupy the same area, the only combat possible is assault. 8.5.5 Assault Restrictions: 1). Leaders may contribute to an attack or defense. If any CSA Leader, or the Union Leader who has command of the Lead unit in an attack or defense is in the same Area, the owner gains the benefit listed on either the Offensive or Defensive Value charts. 2). Cavalry units have parenthesized combat values to indicate that they may use their full printed strength if the defender's area contains no infantry units. If the defender's area has only Spent infantry, a cavalry unit's printed strength is halved (drop fractions). If the area contains any Fresh enemy infantry, a cavalry unit has a strength of one 1. Defending cavalry use their normal printed strength. (8.5.6 Artillery in Assault & Volley: 1). Artillery may not be chosen as the Lead attacking unit in either Assault or Volley. SECOND EDITION NOTE: This makes sense, but has to be clarified anyway. 2). An artillery unit chosen as the lead defending unit uses its full combat value if the area where the artillery is situated contains at least one friendly infantry or cavalry unit. An artillery unit serving as Lead cannot provide support. If the only defending combat units in an area are artillery, the combat value of the Lead unit is always considered to be "1," no matter what its printed strength. The defender may still add in additional fresh artillery units in the area. 8.5.7 Resolving Assault & Volley: 1). Determine Offensive Total (OT). Choose one attacking Infantry or Cavalry unit to serve as the Lead unit. Add to or subtract from that unit's printed combat value all applicable modifiers listed on the "Assault" or "Volley" section of the Offensive Value chart, and then add a DR. 2). Determine Defensive Total (DT). The defender then selects a Lead unit in the affected Area. Add to or subtract from that unit's printed combat value all applicable modifiers listed on the the "Assault" or "Volley" section of Defensive Value chart, and then add a DR. 3). Compare the DT and OT. Check to see if they are the same, and if not which one is larger. Find and apply the appropriate result on the Combat Summary Chart. 8.6 Casualty Points (CPs): (8.6.1 Allocation-----The unit chosen as the Lead unit in the combat must absorb the first CP. Thereafter, CPs may be distributed in any way the owner sees fit among units that actually participated in the combat. Consult the Combat Results Summary for details. SECOND EDITION NOTE: Combat results affect only the actively attacking units, but affect all defenders in an area. In addition, casualty points are never assessed, under any circumstances, against attackers in a failed volley or bombardment. The se units are just spent. Remember the following key points about assigning CPs: 1). If the lead unit was artillery, the loss may come from any infantry or cavalry unit present. SECOND EDITION NOTE: No matter what, the first CP still must come from the lead unit, even if it was artillery. 2). The defender must take AT LEAST as many CP losses as required. Developer's Note: In many cases, a stack with no Spent units will suffer 1 CP. In such a case, it must sustain at least 2 CP's, flipping a Fresh unit to its Spent side. The same holds true for BP's in bombardment. SECOND EDITION NOTE: Thus, there are circumstances in which one side may be forced to take more CP's than actually called for the combat results. 3). All units involved on a side must become Spent before any of them can retreat. 4). Any unit that is eliminated because it cannot successfully retreat still counts for only one CP, not the usual 2 CPs for an eliminated Spent unit. 5). Leaders never take losses or retreat to satisfy CPs, but may still suffer casualties. (8.6.2 Casualties in Failed Assaults-----If the attacker's final OT < the final DT, the Lead attacking unit is eliminated, all other supporting units become Spent, and all survivors return to the area from which they came. If OT = DT, all attacking units become Spent but may remain in the area. SECOND EDITION NOTE: The lead attacking unit is NOT eliminated in this case. 8.6.3 Overrun-----A result that produces more CPs than the defending units directly involved in the combat can absorb is called an Overrun. 1). All defending units are immediately eliminated. 2). If this is an Assault, the attacking group may continue expending its remaining MPs for additional movement or even another attack within normal movement restrictions. If a second attack is performed and results in another Overrun, a third attack may be performed if desired. The opportunity to move, attack, or both continues until an attack does not cause an Overrun or a unit lacks the MPs to move into an area where an attack could occur. 3). Attacking units in Volley may not move or attack after an Overrun. 8.6.4 Retreats-----A unit retreats to satisfy combat results, or if the defender voluntarily chooses to have it retreat. All units that retreat from a combat must move together to a single adjacent Area that contains friendly units or is closer to the friendly retreat edges. Enemy-occupied areas containing no friendly units may not be entered. 8.6.5 Retreat Priorities-----If there is more than one Area open to retreat, the retreating side must follow the Retreat Priorities listed on the Combat Summary Chart as closely as possible. Resolve disputes with a random die roll. Once the choice is made, be sure to perform any special die rolls listed on the chart to determine whether each retreating unit survives the retreat. If the only Area open to retreat does not have enough space to accept all the retreating units, then the units must keep on retr eating, until they reach areas that can accomodate them. A stack CAN split up in order to find a legal retreat destination. 8.6.6 Retreating Off the Map-----Any unit that retreats off the map is destroyed. 8.7 Leader Casualties: 8.7.1 General Rule-----Leaders may be killed or wounded in any combat that involves units present in his Area. The leader need not participate in a combat to suffer wounds or death. 8.7.2 Procedure-----If the FRIENDLY DR is a 2 and/or the ENEMY DR is a 12, the opponent selects a friendly leader in the area where the combat took place. The chosen leader's owner makes another dice roll; if the DR < 7, the leader is lightly wounded. He is immediately deactivated and may not be reactivated for the remainder of the game turn. If the DR = 7, the chosen leader is killed. If DR > 7, the leader is seriously wounded. 8.7.3 Results-----A killed or seriously wounded leader is removed from play and his Replacement leader, using the same counter, is placed on the Turn Track in the space for the current turn. During the Rally phase, the Replacement leader returns to play on his inactive side in any area containing friendly units under his command. Killed enemy leaders count full victory points. Seriously wounded enemy leaders count as one-half (rounded up) of their full victory points. 8.7.4 Hooker and Mansfield-----If Hooker or Mansfield become casualties, their replacements retain their abilities to self-activate. Wounding and killing replacement leaders has no effect, and yields no victory points. Developer's Note: Players should keep a side record of which leaders have been killed or wounded, and the severity of their injuries, for victory point purposes. 8.5 Special Terrain: Some areas may have two TEMs. The number to the right of the slash is the normal TEM that applies to all attacks that begin in the area or which are performed by unit entering the area across a regular boundary. The TEM to the left of the slash applies to attacks by any units that crossed a creek (blue) or sunken road (dashed) boundary prior to attacking. 9.0 RALLY 9.1 Becoming Spent: Every movement or combat action taken by a unit except Overrun (8.6.3) requires that it flip over to its Spent (back) side, containing a single reduced Strength Value number. In addition, defenders absorbing Casualty Points (8.6) may also become Spent. 9.2 Spent Units Returning to Fresh Status: Spent units automatically return to Fresh condition during the Rally Phase. Previously Eliminated units may be able to return to play under certain conditions. 9.3 Reorganizing Units: To reorganize previously eliminated units, the owner must have an active Leader in an area that contains no enemy units. Select any one friendly unit in the Previously Eliminated box that belongs to the Parent formation that the Union leader commands. Confederates may ignore this requirement; any CSA unit is eligible regardless of which leader has been chosen. Place the selected unit on its Spent side in the area containing the Leader. The owner must immediately remove from play another unit of the same t ype (infantry, cavalry, artillery) and having at least the same printed strength on its Spent side from the Previously Eliminated box. The removed unit is permanently eliminated and may not return to play for any reason, nor may it be used to help reorganize any other units. A Leader used for this type of rally immediately deactivates. 10.0 ADVANTAGE 10.1 General Rule: The Advantage counter allows whichever side possesses it to affect the course of the game in several ways. After using the Advantage, the marker must be passed to the opponent. 10.2 Initial Advantage: The Confederate side always begins the game with the Advantage marker. 10.2 Using the Advantage: The Advantage marker can be used by either side to do any one of the following: 1). Reroll any DR or dr performed by either side. 2). Activate units in two different areas or zones during the same Impulse, instead of just one. Both such areas must be adjacent to the same leader, who is eligible to activate units in both areas. Only such eleigible units may activate from those areas. 3). Conduct a free Impulse immediately following a regular friendly Impulse. The marker on the Impulse Track is NOT advanced as a result of the free Impulse. 4). Instead of these, the Confederate side may use the Advantage to deactivate any currently active Union leader at any time, including during a Union impulse. 5). Instead of these, the Union side may use the Advantage to find an undiscovered Ford automatically, without having to have a unit present or conduct a die roll. 11.0 BRIDGES & FORDS 11.1 Initial Control: The Union player controls the upper and middle bridges and the fords between them (in Areas 67, 72, ands 73) at the start of the game, and may use them freely. 11.2 Attaining Union Control: (11.2.1 General Rule-----To use the lower bridge or any of the lower fords, the Union player must either capture the bridge or find the ford. To attempt Bridge capture of to find a ford, the phasing player must Activate at least one combat unit in an area adjacent to the bridge or ford. Second Edition Note: Only one attempt to capture or find can be made for a given bridge or ford per impulse, regardless how many units are activated. 11.2.2 Resolution-----The Player then makes a DR, adjusting for conditions listed on the Bridge and Ford chart. If the final result is > 7, the side making the DR captures the bridge or finds the ford. Flip the Bridge Control marker to the friendly side, or place a Ford Found marker. Note that the CSA Player does not have to find fords to use them. However, if the CSA player uses a Ford to which any Union combat unit is adjacent, that ford is immediately considered found and marked with a Ford Found marker. 12.0 MCCLELLAN HAS A PLAN (VARIANT) If both players agree beforehand, set up the Union leader Burnside (IX Corps) in Active status. If deactivated for any reason, he still needs McClellan to be activated. Developer's Note: There were two striking characteristics of the generalship of George Brinton McClellan. One was that he did not wish to fight battles, normally rationalizing his way out of them through tales of a superior Confederate strength. In truth, the chief superiority of the opposition was in its leadership. The other trait was that once battle started, McClellan tended to abdicate control to his subordinates. For example, at Malvern Hill in the Seven Days battle, McClellan did his part by conferring with the Navy while Porter and Hunt did the real fighting. When the battle was over, McClellan made his main contribution by withdrawing the Army of the Potomac from the battlefield, steadfastly refusing to acknowledge that the Union had actually won. Antietam was likewise more dominated by his commanders than by McClellan himself; the aggressiveness of Hooker, the bumbling of Burnside, and Sumner's refusal to exploit the opportunities presented by Confederate losses in the Sunken Road. Again, McClellan's primary intervention was to ratify Sumner's failure of nerve. In truth, Antietam was a battle fought with little apparent Union plan. McClellan, for the most part, simply marched his troops to the field, and let matters and others determine whatever happened next. However, there is evidence that McClellan had a plan, albeit one so nebulous and bungled that it amounted to but a shadow. By it, the Union right under Hooker and Mansfield would attack early, as happened historically. At the same time, IX Corps would push across the Lower Bridge. With Confederate reserves drawn to the flanks, in theory the center would be vulnerable to an attack by the middle of the Union army. In the end, it was a plan entailing far more coordi nation than actually occurred. Would it have worked? Try the variant and see. PLAYER AID CARD MOVEMENT & COMBAT COSTS CHART Cost to enter(*) Area during the day that is... 2 MP's "Clear" (TEM=+1) and adjacent to a Fresh enemy artillery unit, and not occupied by any enemy units. 2 MP's Contains only Spent enemy units. 3 MP's Contains any Fresh enemy units, even if friendly units are present. 1 MP Any other type of area, including one occupied by both Spent enemy units and any friendly units, either Fresh or Spent. SECOND EDITION NOTE: These costs, as noted in the first edition, are NOT cumulative. Use only the highest that applies. Cost Unit that has not moved yet to ... 1 MP Assault or achieve an Overrun against Spent enemy units only. 2 MP's Assault or achieve an Overrun against any Fresh enemy units, even if some enemy units in the area are spent. BRIDGE & FORD TABLE Make a DR and modify the result for each condition that applies: -2 Adjacent area across the bridge or ford has at least one Fresh enemy unit. -1 Adjacent area across the bridge or ford has only Spent enemy units. +1 Adjacent area across the bridge or ford has any friendly units present. +1 Area containing the unit searching for ford has no enemy units at all. If the final result is > 7, the side making the DR captures the bridge. Flip the Bridge Control marker to the friendly side. OFFENSIVE VALUE CHART Bombardment: 1 artillery unit's printed strength factor (owner's choice)... +2 for each additional firing artillery unit beyond the first; +1 If there is a Fresh Leader present in the same Area as attacking Artillery. Assault or Volley: 1 Infantry or Cavalry unit's Combat Value (owner's choice)... +2 for each additional unit (not including the Lead unit) +1 for every 3 participating Infantry or Cavalry units belonging to the same Division (this bonus applies for each division participating in the combat) Note: All cavalry and horse cavalry units of each side are considered to be part of the same division. +1 If Fresh friendly Leader* is involved *Must command Union Lead unit's parent formation. Any Confederate leader counts. DEFENSIVE VALUE CHART Bombardment: Combat Value of Lead Unit (attacker's choice) +? DOUBLE the normal TEM in defender's Area. +1 If there is at least one more Fresh defending artillery unit present (except in Union Long Range Bombardment; in this case, the modifier does not apply) Assault or Volley: Combat Value of Lead Unit (defender's choice) +? TEM of defender's Area. Assault: Use special TEM if any attackers moved across a creek or sunken road boundary to enter the Area. Otherwise, use normal TEM. Volley: always +2 (i.e. double "clear" Area's TEM of +1) +1 If a Fresh friendly Leader** is involved +1 For each Fresh defending artillery unit in area under attack *If only Artillery units are present, the Combat Value of the lead artillery unit is reduced to 1 (unless it is already 0). However, the bonus for extra fresh artillery units still applies. ** Must command Union Lead unit's parent formation. Any Confederate leader counts. COMBAT RESULTS SUMMARY Long-Range Bombardment OT = Offensive Total (firing unit's combat value +2 [max.] for a supporting artillery unit + DR) DT = Defensive Total (Area TEC x2 + DR). Bombardment Points (BP) = OT - DT. [See Regular Bombardment for details.] Regular Bombardment OT = Offensive Total (firing unit's combat value +2 per supporting artillery unit + DR) DT = Defensive Total (Area TEC x2 +1 per supporting artillery unit + DR). SECOND EDITION NOTE: There is no modifier for artillery supporting the defender in Union long-range bombardment. Casualty Points (CP) = OT - DT CP <= 0: No effect. CP > 0: Defender must absorb CP's, beginning with the Lead Unit. All units must become Spent before any retreat. Assault OT = Offense Total (Lead unit combat value + OV Chart + DR) DT = Defense Total (Lead unit combat value + DV Chart + DR) OT > DT : 1). Defender suffers Casualty Points equal to "OT minus DT." 2). All attackers Spent, unless Overrun occurs. 3). Overrun: If defender cannot absorb all CPs... a. All defenders eliminated b. One of defending side's Reserve units in the same Area is eliminated for every leftover CP c. Any and all attacking units may continue moving and/or attacking until MPs of all units run out, or they are all Spent. OT = DT : All attackers Spent; if units were assaulting, they stay in the area which they just attacked. SECOND EDITION NOTE: This is a major change. OT < DT : All attackers Spent, plus Lead Attacking unit is eliminated and all attacking units must Retreat if performing an Assault. Volley OT = Offense Total (Lead unit combat value + OV Chart + DR) DT = Defense Total (Lead unit combat value + DV Chart + DR) OT > DT : 1). Defender suffers Casualty Points equal to "OT minus DT." 2). All attackers Spent. 3). No Overrun is possible. OT <= DT : All attackers Spent. Casualty Point Expenditures 1 CP Retreat Spent unit 2 CP's Flip unit to Spent side 2 CP's Eliminate Spent unit (may not retreat for 1 CP and eliminate for 2 more) 4 CP's Eliminate Fresh unit Retreat Priorities If units cannot retreat to the Area from which they exited just prior to combat, or did not move at all before combat, use the following priority list. Units that cannot retreat are eliminated. 1). Friendly-controlled Area adjacent to the least number of enemy-controlled Areas. 2). Friendly-controlled Area. 3). Vacant area closer to a friendly retreat edge than exited area 4). Contested or Enemy-Controlled Area.(*) (*) Contested Retreat: Make a DR for each retreating unit. Eliminated if DR < # enemy combat units in the Area. SECOND EDITION NOTE: The Player Aid Card had the greatest concentration of errors in the game. Therefore gamers should ignore the original one entirely, and use only the data presented here. It does not have the graphic quality of the original, and it is organized differently, but this Player Aid Card is authoritative. One change of special importance is the deletion of a modifier to offensive strength in combat. The first edition penalized an attacker -1 for each different division attacking, if there was more than one. Actually, getting rid of this was one of the first changes made in the development process. In game play, it overly handicapped the offense, and historically, I could find no basis for it. CONFEDERATE DEPLOYMENT AND REINFORCEMENTS At Start: STUART (CAV); F. Lee a and b, Art (CAV), Art b (Jackson/II) 3 Starke, Jones (Jackson/II) 28 Winder, Taliaferro, Artillery a (Jackson/II) 18 Lawton, Trimble, Artillery (Ewell/II) 27 JACKSON (II); Early, Hays (Jackson/II), Law a and b, Hood (Hood/I) 29 Ripley (D.H. Hill/II), Art a (ANV) 42 Rodes, Colquitt, Garland, Art a (D.H. Hill/II) 41 Anderson (D. H. Hill/II) 40 LONGSTREET (I); Art b (ANV) 30 Evans, Evans Art; Art (Hood/I); Pickett, G.T. Anderson (Jones/I); 31 Art a and b (I) Jenkins, Kemper, Drayton, Art (Jones/I) 32 Toombs (Jones/I) 38 All units of Walker/I 36 Robertson (CAV) 34 Lee (ANV) 14 All units of Anderson/I; Hampton a and b (CAV) 8 All units of McLaws/I 7 Turn 5 (1330 to 1530) On a die roll of 1 or 2: All units of A.P. Hill/II 9 or 10 Turn 6 (1530 to 1730) All units of A.P. Hill 9 or 10 UNION DEPLOYMENT AND REINFORCEMENTS At Start: Phelps, Hoffman, Patrick (1/I) 20 Gibbon, Art (1/I); Anderson (3/I) 18 HOOKER (I); Art (2/I); Magilton, Art (3/I) 26 Duryea, Christian, Hartsuff (2/I); Seymour (3/I) 25 MANSFIELD (XII); All units of XII Corps 47 PLEASONTON (CAV); All units of Cavalry Division 71 All units of 2/II and 3/II 72 MCCLELLAN (AP); PORTER (V); SUMNER (II); All units of 1/II 73 All units of 2/V; Res Art a (V) 74 All units of 1/V; Res Art b (V) 75 BURNSIDE (IX); All units of 1/IX 63 All units of 2/IX 64 All units of 4/IX 62 All units of 3/IX 61 Game Turn 4 (1130 to 1330) FRANKLIN (VI); All units of VI Corps 72, 74, or 75