Académique Documents
Professionnel Documents
Culture Documents
elcome to They Couldnt Hit an Elephant the latest set of rules from TooFatLardies.
If you have not yet played a set of Lardy rules, expect well thought out, yet simple, combat
mechanisms, and a focus on command and control. It is our hope that beginners will be
able to pick up the rules very quickly, and that veteran gamers will appreciate the fast,
straightforward and historically accurate combat mechanisms, and the command and control rules
will give even the most experienced player a different challenge every time.
These rules attempt to capture the flavour of the American Civil War, and particularly the
individuality of the regiments and commanders that fought it. The command and control rules
impart the friction to the battlefield which was prone to disrupt commanders plans. The
commander characteristics serve to add to the friction, or to enable an Inspirational leader to drive
his men on in spite of the chaos around them. For the troops, the combination of training, character
and weaponry classes allow the player to reproduce the enthusiastic, but raw recruits of 1861; to see
the same men develop into the efficient and resolute infantry of 1862-3; and finally to represent the
well-armed, veteran but war-weary troops of 1864-5, which gave the world a glimpse of future
conflicts as the open battlefields gave way to trench lines.
Whilst we believe the basic rules give historical results, more experienced players may well wish to
experiment further with the balance of the game. The rules are intended as a base which is robust
to such customization, with the objective of allowing players to achieve a game which is in accord
with their interpretation of ACW engagements. The most obvious method is by using the
commander and unit characteristics to produce armies that are more aggressive or cautious, more
mobile or hesitant, or more resilient simply by up or down-grading proportions of your troops.
However, players are actively encouraged to add additional year, theatre or scenario specific rules
to add period flavour.
For those not familiar with American Civil War folklore, the title of these rules derives from the
death of the Union General John Sedgwick, the highest ranking officer from either side to be killed
in action. The folklore of the period has it that Sedgwick fell at the beginning of the Battle of
Spotsylvania Court House, on May 9, 1864. His corps was probing skirmish lines ahead of the left
flank of Confederate defenses and he was directing artillery placements. Confederate sharpshooters
were about 1,000 yards away and their shots caused members of his staff and artillerymen to duck
for cover. Sedgwick strode around in the open and was quoted as saying, "What? Men dodging this
way for single bullets? What will you do when they open fire along the whole line? I am ashamed of
you. They couldn't hit an elephant at this distance." Although ashamed his men continued to flinch
and he repeated, "I'm ashamed of you, dodging that way. They couldn't hit an elephant at this
distance." Just seconds later he fell forward with a bullet hole below his left eye
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Contents
1
2
3
4
5
7
8
1.1
1.2
Regimental Organisation................................................................................................ 5
Base Sizes ........................................................................................................................ 5
2.1
2.2
3.1
3.2
3.3
Infantry ............................................................................................................................ 7
Cavalry............................................................................................................................. 7
Zone of Control ................................................................................................................ 7
4.1
Troop Classifications....................................................................................................... 8
5.1
5.2
5.3
5.4
5.5
5.6
5.7
Normal ............................................................................................................................. 9
Fightin............................................................................................................................. 9
Defeated ........................................................................................................................... 9
Routed .............................................................................................................................. 9
Pursuit ............................................................................................................................. 9
Disordered........................................................................................................................ 9
Surprised ......................................................................................................................... 9
6.1
6.2
6.3
6.4
6.5
6.6
Troop Classes............................................................................................. 8
Unit Status ................................................................................................ 9
Terrain ..................................................................................................... 12
Orders ...................................................................................................... 14
10 Order of Play............................................................................................ 17
11 Spotting.................................................................................................... 19
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Artillery Fire.................................................................................................................. 22
Small Arms Fire ............................................................................................................ 22
How to Fire .................................................................................................................... 22
Effect of Fire .................................................................................................................. 23
16 Status Check............................................................................................ 25
18 Quick Results........................................................................................... 27
19 Combat..................................................................................................... 28
23 Commander Ratings................................................................................ 34
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These rules are dedicated to the 600,000 brave Americans who died in their Civil War.
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Unit organization
They Couldnt Hit An Elephant is a game designed to allow you to re-fight the battles of the
American Civil War, with the gamer typically commanding between a Division and a Corps per
side. As we are attempting to bring as much realism to that tabletop as possible, we organize our
forces along historical lines. At the lowest level this is represented by Regiments of infantry and
cavalry and batteries of guns.
We recommend the following ways of organizing your forces; however as will be seen the rules are
entirely adaptable for whatever basing system you are currently using. So dont worry if you have
been using other rule sets with other basing systems, theyll work just fine here.
1.1
Regimental Organisation
Historically Regiments of infantry in the Civil War had a paper strength of just over a thousand
men, however in the field this number rapidly fell due to casualties, with less than half the paper
strength being quite normal for units that had been campaigning for any length of time. In order to
represent our units we use a scale, where one figure is, roughly, equal to twenty-five men.
Infantry regiments should be represented by a number of bases, each base with four figures and
representing one hundred men. For variety the gamer may choose to use three, four, or five figures
to a base to give some irregularity to a unit, however if he works on the basis that each base is 100
men the number of figures can be varied to suit his personal preference. However many figures you
choose to put on a base, just remember that one base is removed when a unit has taken four
casualties.
Cavalry regiments are represented in the same way, but we use just two mounted figures. Each
cavalry base represents 50 men, and a base is removed when a unit has taken two casualties. As
the Civil War progressed mounted troops quickly found out that they were often most effective
when dismounting to fight, relying on their carbines rather than sabres. When dismounted, the
cavalry will deploy on skirmish bases, each with four figures, as shown by the skirmish line in
section 3.1.
Even though there are documented instances of ACW regiments going into battle with strengths of
around 100 men, just one base in the rules, it is recommended that the minimum size unit for
TCHAE is of two bases. Very small units should be represented by adding a base to another unit in
the brigade.
Artillery batteries varied in size and composition during the Civil War, with the Union batteries
tending to be larger in size. That said batteries were quite capable of deploying on different
frontages, so we represent any battery with a single gun model on one base. For game purposes, the
strength of a battery is the number of actual guns in it.
1.2
Base Sizes
The size of bases that you use will, to a large extent, depend on what size figures you are using.
Whilst we do make suggestions for base sizes there is, in fact, no hard and fast requirement that
you use the exact base sizes described; it is the relative widths of the units that are important so
feel free to use any system, so long as both armies match in terms of the space they occupy per base.
The number of figures per base is not overly important; just remember that each base represents
four strength points and that you remove a base when a unit takes that many casualties. If your
figures are based on a mix of 1, 2 or 3 figures per base, then try and use the correct figure scale, one
figure to 25 men. Firing is then by counting groups of 4 figures instead of bases.
For 15mm figures, Infantry and Cavalry bases should be 1 square, artillery bases 1 wide per two
guns in the battery. Skirmish bases are 2 wide.
For 6mm/10mm armies, use the same base sizes but use more figures. Use the 4 strength points
per base mechanisms.
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For 25mm/28mm figures the simplest option is to keep all distances the same, and to field units
based with three to five figures on, say, a 40mm square base. This will not affect the rules in any
way, except for very large units of nine or ten bases, where the length of the unit is incompatible
with the firing ranges. Therefore, it is suggested that units are fielded with between three and
seven bases. This should work well for Divisional sized games.
As well as organizing our figures we need to make sure that our tabletop battlefield represents the
real ground that the battles were fought over and that the actions of our miniature troops fit in with
what they would achieve in historical periods of time. To do this we use ground and time scales.
As it is, the rules revolve around the actions of Generals; hence in the strictest sense the ground
and time scales are not that important. However, the rules do have a solid grounding in these
dimensions, so here they are.
2.1
The ground scale is one inch equals twenty-five yards, so a 6 table edge represents just over a mile
in real distance.
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Unit Formations
Whilst the American Civil War has been described as the first modern war, it was still true to say
that units went into battle in formations based on Napoleonic era drill, designed to deliver
maximum firepower from their predominantly muzzle loading weapons. In order to recreate our
battles with the correct historical feel we use the same basic formations when deploying our troops
3.1
Infantry
Infantry may use one of three formations, forming a line, the normal formation adopted in the face
of the enemy, column of march, used to get from A to B as quickly as possible, or skirmish
formations
A line is one base deep with all of the bases in contact as shown below. This allows maximum
firepower to be delivered to the front.
A column of march formation is made up of the Regiment with a frontage of one base, and
the other bases in contact, following on one behind the other, just like the Regiment we
can see to the right. This is not a good formation to be in when under fire, and will
mostly be seen when a formation has been Spotted by the enemy before it can deploy into
line, ready for battle. This is explained in more detail in Section 9. A unit will count
Disordered if it enters close combat in a column of march formation.
There are two ways of representing a regiment in skirmish formation, both of which are
shown below. In the top method the normal bases of the battalion are spread out, keeping at least
one base distance between each base. The alternative is to make up some specific wider skirmish
bases, the same as those used for dismounted cavalry.
3.2 Cavalry
Cavalry are also deployed in Line or Column of March, in identical formations to those described
above. Dismounted Cavalry will always deploy in skirmish order as that was they way they fought
historically. When dismounted, the Cavalry unit will deploy one large skirmish base, as shown
above, for every two normal mounted bases in the unit. A unit with an odd number of mounted
bases will round down the number of skirmish bases used; it is assumed that the men on the odd
base are serving as horse holders behind the firing line.
3.3
Zone of Control
Every unit that is capable of defensive fire has a zone of control that extends in front of it. In the
open this is 4 whereas in Difficult Terrain (thick woods and built up areas), the Zone of control is
halved to 2. No enemy unit may enter a units zone of control unless they are on Attack orders (see
Section 8). Those units unable to defend themselves, such as limbered artillery or Routed troops, do
not have a Zone of Control.
Troops may cross the zone of control of a unit, provided other troops from the same command attack
that enemy unit in the same turn. At the end of the turn, after all combat has been resolved, there
should be no enemy troops within an opponents Zone of Control.
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Troop Classes
One of the great appeals of the American Civil War is the huge variety of units that appeared on the
battlefield. In order to best replicate these units and their diverse characters we use the following
designations.
DESCRIPTION
Battle hardened Troops
Trained troops with some experience
Newly raised troops
In addition, a unit may have a Character class, although not every unit needs this:
UNIT CHARACTER
Resolute
Aggressive
Cautious
DESCRIPTION
Determined, hard fighters
Troops with lan in attack
Troops less inclined to take risk
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Unit Status
During the course of a battle troops may well experience events that change their attitude to the
fight. To represent this we use five status levels which represent the current morale of the unit,
and which, as in reality, may change during the game. Basic unit states are: Normal, Fightin,
Defeated, Rout and Pursuit to which are added the more temporary Disordered and Surprised.
These are defined as follows:
5.1
Normal
All units start with a morale state of Normal, which means they will obey orders and do as directed.
This is the only state in which all the commanders orders will be obeyed.
5.2 Fightin
Units can become Fightin through artillery and infantry fire or as the result of combat. Fightin
units will not make any forward movement, they are too busy taking cover, going to ground and
generally just firing through the smoke at the enemy to its front. Fightin units suffer penalties in
combat. Fightin units fire at a reduced rate. Fightin units may not give Support in combat.
Fightin units may be Rallied to Normal by a Commander using his command PIPs.
5.3 Defeated
Units can become Defeated through artillery and infantry fire or as the result of combat. Defeated
units will not make any forward movement or fire. This does not mean that they do not fire their
weapons, only that the fire is not effective enough to be considered. Defeated units will retreat
outside of rifle range or close artillery range, a minimum retreat of 3, if fired upon and casualties
are taken.
Defeated units suffer penalties in combat, and may not give Support to other units. Defeated units
which have been Rallied by an Officer must spend one move stationary to recover, becoming
Fightin. Units that lose more than 50% of their starting strength are permanently Defeated, and
artillery brigades that reach this state will retire from the field.
5.4 Routed
Units can be Routed in combat, through artillery fire, or as a result of a friendly unit routing
nearby. Routed units run directly away from the enemy until rallied by an Officer, or they reach
friendly cover out of the effective range of enemy artillery. Every move spent in Rout results in the
unit taking 1 hit (to simulate the loss of deserters and unit confidence). Routed units which have
been Rallied by an Officer must spend one move stationary to recover, becoming Defeated.
5.5 Pursuit
Units which Rout their opponents in combat may go out of control, and enter Pursuit. They Pursue
until rallied by an officer, or they enter a different morale state as a result of artillery fire or
combat.
Along with the above there are two further states a unit can enter, which reflect a temporary
erosion in fighting ability.
5.6 Disordered
A temporary state. This indicates that the formation of the unit is not as it should be, either
through terrain effects, combat, or interpenetration by other units. If a unit is still Disordered at
the end of a turn, they need 1 whole move stationary to recover. Disordered troops may fire, but
may not lose their Disorder in the same move that they fire.
5.7 Surprised
A temporary state. This can be the result of a flank or rear attack by the enemy. Surprised units
fight at a disadvantage. After the initial combat, the unit is no longer Surprised.
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They Couldnt Hit An Elephant has command and control at the heart of the rules, by which
we mean that the performance of a force in battle is generally directly linked to the quality and
abilities of its commanders. When the gamer take the role of commander in chief he will need to
take into account the qualities of the commander he is representing and the likely performance of
his subordinates. This system is designed around re-fighting historical battles where the qualities
of the commanders are known. Naturally the gamer may choose to select whatever abilities he
desires for his commanders should he be fighting a non-historical battle, and there is a guide to
generating such commander and their force later in the rules.
6.1
Command Levels
Each side will have a Divisional commander as Commander in Chief, with Brigade commanders as
his subordinates. To make life simple, the overall commander should be represented with a base
containing two figures, the commander plus an ADC, whereas subordinate commander have just a
single mounted officer on a base.
NUMBER OF PIPS
DAv+2
DAv+1
DAv
DAv-1
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FACTOR
+2
+1
+0
These are, naturally, very general guidelines; players are encouraged to create or use characters
that use the full range of characters. For example it is entirely possible to have a commander who
is both brave and inspirational, but completely incompetent.
We would rate him as
Inspirational/Political. A competent and knowledgeable commander could be overwhelmed by the
burden of their responsibility and be Cautious/Professional.
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Terrain
The majority of battles in the American Civil War were fought in relatively close terrain; rolling
hills, wooded countryside broken up with many small fields of crops surrounded by fences and the
likes. Often, terrain features played a central role in these battles, as seen in countless memoirs of
the conflict, and as a result we have given detailed consideration to how terrain is treated within
the rules.
Difficult Terrain
This represents terrain that will hinder close order formations or manoeuvre. Thick woods and
rocky outcrops are common examples.
Movement effects:
Troops move at half speed through these areas.
Artillery may not deploy within Difficult Terrain.
Spotting effects:
Troops in Difficult Terrain are harder to Spot, but have a reduced Zone of Control, and enemy
troops may make multiple moves nearer to them (see Sections 15 and 16 ).
Fire effects:
Troops in Difficult Terrain count as a Soft cover target for firing purposes, unless in rocks, in
which case Hard Cover is given.
Combat effects:
Infantry and skirmishers fight as normal, and may give, and receive, support to or from friendly
units (it is assumed that the looser formations of ACW infantry means they are not Disordered
like a European close order infantry unit would be).
Infantry and skirmishers defending the edge of a wood count as having Terrain Advantage.
Infantry and skirmishers defending a rocky outcrop count as Defending Hard Cover.
Mounted cavalry may not initiate combat within Difficult Terrain, and will fall back to keep
outside of small arms range if infantry advance against them.
Lighter Terrain
All other types of terrain not covered above.
Movement effects:
Normally there are no movement effects. However, players may wish to make some fields or fences
more difficult to navigate. For example, in some accounts I have read of fences so sturdy that
troops had to be detailed to remove them before a regiment could advance. In this case the players
or umpire should agree if there is such an obstacle before the game starts. A unit that wishes to
advance over the fence should lose 4 movement. The fence is then removed from the table to the
width of the unit passes through.
Spotting effect:
Troops in Light Terrain (crop fields, orchards etc) are a little harder to Spot than troops in the
open. Troops in sunken roads count as in Difficult Terrain for Spotting purposes.
Fire effect
Stone walls and sunken roads count as Hard Cover unless the firers have height advantage, in
which case no cover is given.
Combat effect:
Troops defending sturdy fences, stone walls, sunken roads and so on count as having Terrain
Advantage in a combat. Additionally, troops defending a stone wall have a significant advantage
in a Firefight.
They Couldn't Hit An Elephant
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Players will soon notice that the amount of terrain used on the wargames table will affect the
effectiveness of firepower, particularly that of artillery. Broadly open terrain will favour, in
particular, the Union six gun rifled batteries, whilst very close terrain will favour smoothbore
batteries in a close infantry support role. For those starting out with the rules, we suggest that
around 50% of the table be covered by some type of terrain features, such as woods, corn fields, hills,
fences, sunken roads and the likes.
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Orders
In historical battles troops respond to orders that they are given, and the same should be true
within our games. The method we use to represent this is a highly simplified and streamlined
system that reflects the fact that battlefield orders need to be clear and concise, but also so that it
keeps things simple on the tabletop. Written orders are not required, but a simple note of a units
current orders should suffice.
All commanders must be issued with an order at the start of the game. If the Commander-in-Chief
wishes to change that order during the battle he may do so in the Grand Tactical Command phase
of his turn. Any new order issued to a commander will take effect the next time their card is dealt
(see section 10). To change an order takes one command PIP per 8 distance between commanders.
Attack Orders
The command is to attack a named feature or formation. At least 50% of the force must continue
to move towards the stated objective until artillery is within canister range or the infantry or
cavalry are in combat. Once combat is initiated, the commander must keep at least one unit
either in combat or in small arms/canister range to comply with the order (unless all the units
are Fightin/Defeated/Routed in which case some reorganization is acceptable!). Formations with
this order move directly towards their objective.
8.1.2
Manoeuvre Orders
The command is to move to a named terrain feature or to withdraw from the feature, or take up
a supporting position on the flank, or in rear of, a named formation. The commander may stop
this movement to adopt a defensive formation if threatened. No units in a Brigade on a
Manoeuvre order may initiate combat, except Cavalry, who may try to opportunity charge or
Intercept.
8.1.3
Hold
Defend a named terrain feature. The commander may only initiate combat to recover lost
ground, or attack enemy troops who are at the edge of the zone of control (4, or 2 in Difficult
Terrain) of his units. Units armed with Smoothbore weapons may choose to close with enemy
armed with Rifles within 8 of them, so that they can return fire. Cavalry may try to Opportunity
charge or Intercept.
8.1.4
Engage
An infantry force must to move into small arms range, or an artillery force to Effective range,
and open fire. The force may not enter Close combat unless attacked. Once attacked by the
enemy the force will automatically change to Hold orders. Brigades with this order must
advance directly towards the enemy until they are able to engage him with fire.
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In real war one of the greatest factors that plagues any General is uncertainty; a lack of knowledge
of what his opponent is up to. This is known as the Fog of War, and it is an important feature of the
battlefield that we attempt to represent by the use of Blinds.
9.1
All units begin the game on Blind markers with one blind per Officer. A Blind is nothing more
than a rectangle of card that represents the general location of a unit and allows us to represent the
fog of war, that uncertainty that has hampered commanders throughout history.
An opponent seeing one of your blinds will be aware of the general location of your forces, but will
be ignorant of the exact composition and nature of your deployment. The blind he sees could be an
infantry brigade, cavalry scouts or massed artillery batteries. In the early stages of the battle,
before your opponent has had the opportunity to spot your Blinds and identify just what units they
are hiding, units will operate on blinds. There are two types of blind that represent two basic
formations, Column of march and Deployed
9.1.1
This represents a Brigade in column of march. It moves fast, but if spotted by the enemy (see
Section 11), the troops will be deployed in two parallel march columns, with any artillery moving
in between (above, right). The front of the blind marks the head of the column.
8"
4"
Blind
9.1.2
Spotted
Deployed Blind
The following diagram shows a Brigade deployed for battle. When spotted by the enemy, the
troops may be deployed in any formation within the frontage of the blind and their artillery may
be unlimbered.
4
16
Blind
Spotted
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10
Order of Play
In war the battlefield is generally a place of uncertainty, where commanders need to expect the
unexpected and, through their control of the battle, bring order to potential chaos. In representing
that environment we use a card driven turn system, where the order of play is dictated by the cards
in the Game Deck. This means that the certainty of knowing exactly when your fore will arrive at a
point is removed and that some of the battlefield friction, much written about by nineteenth
century commentator, von Clausewitz, is present.
10.1.1
There are two Blinds cards in the deck, one each for the Union and Coonfederates (marked
Union Blinds and Confederate Blinds. When they are drawn all the Blinds of that side may
take their turn. This may include Spotting, Moving or Firing, however troops engaging in the
latter must be deployed on the table in order to do this and will be automatically spotted.
Troops that have been Spotted this turn and, consequently, deployed on the table, are activated
on the Blinds card in this turn, their own Commanders card being added to the deck at the end
of the turn. In the current turn their commander may role his PIP dice and take his turn as
normal.
10.1.2
Gifted or Bold
There should be a Gifted or Bold card in the deck for either side that has any such commander.
On this card being dealt any Gifted commander that has not yet had his card dealt may take
his move immediately. If there is no Gifted commander present, or he has already taken his
turn, then any Bold commander must take his move immediately. If the commanders card is
subsequently drawn in the turn it will be ignored.
10.1.3
Cautious or Political
The next Cautious or Political commander drawn will not be able to fully direct their troops. A
Cautious commander may only fire and Rally troops. Troops belonging to a Political commander
may only fire. Artillery batteries for either type of commander may not be directed, but must
fire straight ahead.
10.1.4
Inspirational Commander
There should be one such card in the deck for either side that has such a commander. On this
card the relevant commander may Rally a unit (from any morale state back to Normal), or lead
it into combat. If the commander is a Divisional or Brigade commander, he must be within 4 of
the unit he wishes to lead. If his card is subsequently drawn from the pack during the same
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move, his troops may only fire, as he is presumed occupied by his inspirational act. Should a
unit led into contact using this card take casualties in the subsequent combat, then a risk to
general throw is triggered (see section 16.1). An inspirational regimental commander can only
affect his regiment, which may be sent into combat or Rallied regardless of whether they have
moved this turn. Any commander may only make one inspirational act per game.
10.1.5
One Confederate blind may take a bonus move, it must, however, remain on its blind
throughout this bonus move and, therefore, may not enter Combat or open fire. We recommend
that this is for use only until June 1863, in the Eastern theatre.
10.1.6
Coffee!
This signifies the end of the turn. Troops that are within close artillery or small arms range
may now fire (simultaneously) if their commanders card has not been turned, or if the
commander has reserved their fire (see Section 13). Aggressive troops not on blinds, who have
Attack orders and are within 8 of the enemy, will now continue their move (no Pips needed)
with no change of formation. Combat will be fought it they contact the enemy. Should there be
any Blinds within an auto spot range of the enemy at Coffee break, those troops must now be
deployed, and the appropriate commander card placed in the pack (see Section 11).
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11
Spotting
With the system of Blinds hiding your opponents deployment spotting is a vital part of the game.
Spotting represents not just identifying that there is something there, but actually identifying just
what troops your opponent has deployed. Only commanders can Spot as they are the ones with the
telescopes and binoculars available to do so effectively
TERRAIN
Open Terrain
Light Terrain
Difficult Terrain
5
a
a
a
8
a
5
6
48
11
12
-
a= automatic spot
If the commander is on higher ground than the blind he is attempting to Spot, he uses one range
band to the left of the actual range.
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12 Command Phase
A battlefield commander in the nineteeth century was hindered in his ability to control his troops
by the primitive methods of communication he was reliant upon. This meant that whilst he might
know what he wanted his force to do, getting them to do it depended on innumerable factors, such
as distance and the quality of his staff through to the weather and visibility.
In the rules we simplify all of those disparate factors and combine them all into one dice roll which
tells the commander just how many command PIPs he has available to use in this turn.
The commander roles the correct dice according to his abilities. Directing the fire of artillery
batteries also costs PIPs, which simulate the commander personally laying the guns, or paying close
attention to where the battery is aiming. Small arms fire does not cost PIPs (see Section 13).
This phase of the commanders turn is for units that are deployed on the table.
13.1.2
The following actions cost 1 PIP per every 8 distance from Commander to the unit:
Move any unit up to a full move forwards or sideways (change of face to 90 or less is
accomplished my wheeling the end of the unit).
Change a units formation (e.g. column to line, line to skirmish; Standing-to Prone)
Mount/dismount a cavalry Regiment
Retire a unit at half speed facing the enemy
Move an artillery battery if this does not include limbering. Artillery may perform two of the
following actions per move: fire, manhandle, unlimber, move.
Rally an Fightin unit to Normal, Defeated unit to Fightin, Routed unit to Defeated, or a
unit in Pursuit to Normal.
Attach/Detach the commander to/from a unit.
Interpenetrate friendly units. This costs 1 PIP per unit being moved.
Move a commander
Reserve the fire of a unit until Coffee
13.1.3
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13.1.4
The Commander in Chief (or any commander further up the command chain in a large game)
may move or Rally subordinates units using the same PIP system as above. A unit may only be
activated by one commander per game turn, with the exception of using the Inspirational
Commander card.
A Commander in Chief may choose to give his turn to a subordinate commander, and may do
this if the subordinate is within 8 of him. The subordinate then rolls his own command PIP
dice. If the subordinates card is subsequently drawn from the deck, it is ignored.
In the example above, Divisional Commander A has just had his card dealt whilst Brigade
commander Bs card has not yet to come up. General A may now choose to give his turn over to
commander B as he is within 8, representing the Divisional commander riding over and telling his
subordinate to get his troops moving. Alternatively General A may choose to take his turn himself,
hoping General Bs card will come up later in the turn. If that is the case he may use his command
PIPs to move or rally any of the infantry regiments 1,2,3 or 4, although it would cost two PIPs to
move or rally unit 4 as it is outside of 8. He could move Blind X for one PIP, or change the orders
of General B or Blind X.
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14 Fire Phase
During the Fire Phase any units that have the capability may fire. Naturally who they can shoot at
is dictated by the weapons they are using and their location, all of which is covered below in detail.
CLOSE
12
8
12
12
8
6
4
EFFECTIVE
18
12
32
24
-
EXTREME
30
24
48
40
-
Add up the total score of all the dice firing. Now check the modifiers on the next table and adjust
the score accordingly.
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Firing Adjustments
+1
Veterans Firing
Target is Raw Troops
Superior Weapons
Marksmen Firing
+2
Repeating Weapons
-1
Raw Firers
Fightin Firer
Light Smooth Bore Firer
Second Rate artillery at over close range
Second Rate small arms firing
Skirmish troops may fire and move, but get half the number of dice, rounded down.
Next consult the Fire Effect table below, cross referencing the target with the type of firer. The
figure in the relevant box is the score needed to inflict one hit. So a medium Smooth Bore battery
firing at close range on a, infantry line that throws a total of 8 inflicts two hits.
CLOSE
CLOSE
EFFECTIVE EXTREME
SMOOTH
RIFLED
ARTILLERY ARTILLERY
BORE
ARTILLERY
ARTILLERY
Enfilade/limbered
3
4
5
7
artillery/column
of march
Line
4
6
7
8
Soft
5
7
8
9
cover/Fightin
target
Deployed
6
8
9
11
Artillery
Hard
7
8
10
12
cover/skirmishers
Deployed
8
9
11
14
Artillery in
Redoubts
Prone
10
10
12
15
skirmishers
INFANTRY
5
6
8
8
10
12
Note: Canister cannot be fired if friendly units are within 1 of the line of fire of the battery to the
target.
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15 Tactical Movement
Tactical Movement occurs when units have been deployed on the table. The following rules apply.
15.1
These are the rates that troops will move at once their figures are deployed on the table.
TROOPS
Infantry
Skirmishers
Skirmishers Firing
Infantry Rout
Cavalry
Cavalry Rout
Artillery
Light Artillery
Light Artillery Manhandle
Commanders
15.1.1
MOVEMENT
6
6
3
8
12
16
6
12
2
12
Multiple Moves
Units may take multiple moves if they are outside of 16 of enemy troops (outside of 4 of built
up areas or woods), or outside of 4 of enemy blinds. Moving and changing formation, although it
takes two PIPs, does not constitute a multiple move.
15.1.2
Multiple Units
Units in base to base contact may all be moved together with a single PIP. They must maintain
their relative positions in all respects during the turn.
15.1.3
Woods, steep hills and the likes reduce infantry movement by 50%, and cavalry movement by
75%. Units take the move distance appropriate to the terrain they start in. For example, an
infantry column starting from just 1 inside a wood, which moves into the open, moves 4 in
total. This represents the reordering that must occur on exit from the difficult terrain.
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16 Status Check
Units that suffer losses from fire will automatically take a Status Check. This is a simple test to see
how they react to casualties. Throw 1D6 and modify as follows:
+1
Aggressive advancing
In cover
Resolute
+n
Officers Leadership factor
-2
Casualties 25% or greater*
-1
Cautious advancing
Casualties over10% but under 25%*
Each casualty this turn
Each Routing unit within 8
Under close range SB artillery fire
Raw defending
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17 Decisive Combat
In the battles of the late nineteenth century the more open order formations that became the norm
did result in battles often bogging down into a line of indecisive fire-fights. At some point or other it
was necessary for one side or the other to push on through the enemy fire and force the issue in
close quarters where combat would always be decisive. Here we look at how units launch their
attacks.
Counter Charges.
Mounted Cavalry in Normal morale state will automatically counter charge if attacked by other
Cavalry. No command PIPs are required to do this. Move the two units to meet at the halfway
point of the charge.
17.3.2
Evading.
Cavalry and Light Artillery can evade, making a full move to the rear, away from slower units if
charged from greater than half of their attackers move distance. However their orders must
permit this; so troops on Hold or Attack orders cannot do this.
Deployed artillerymen can always evade taking cover with friendly troops or in any cover within
4", but they will abandon guns.
Officers will evade staying 6 distance from the enemy.
Skirmishers will evade staying 4 distance from the enemy, but may choose to stand and defend
their position if they are in cover.
If a unit is attacking and its opponent chooses to evade then it will still move at least half of its
move forward and then the gamer may then decide whether he wants it to continue up to the
extent of its full move. They are not disordered by this move.
The evading unit may not move again this turn, even if their card has yet to be turned, however
Skirmishers could fire at half effect.
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+1
-1
vs Raw troops
Professional, Bold or Gifted commander
Veteran troops
Aggressive troops attacking flank/rear
+2
Charged from > move distance
Charging flank/rear of slower moving
troops
+n
Leadership factor of an officer attached to
unit
If a total of six or more is achieved, the unit may conduct the manoeuvre. A total of five allows the
unit to conduct the manoeuvre but it counts as Surprised, reflecting the fact that the unit has not
had enough time for a fully organized defence or attack but is making the best of the situation. If
the unit fails to turn to face it will count Disordered in the subsequent combat.
This chart may also be used to adjudicate any issues that may arise due to the card driven
movement system.
18 Quick Results
There are some situations where the result is so obvious that to take time working through factors and
throwing dice is ridiculous. For these cases there is a standard result applied, saving time and effort
working out the obvious.
a) Limbered artillery contacted by cavalry or infantry is lost, either captured or destroyed.
b) Routers contacted by cavalry are scattered and removed from the table. Routers will keep 4" away
from formed infantry.
c) An artillery battery in the open, with no Cavalry or Infantry supports within 4, that is attacked by
enemy that has achieved a 100% overlap, and which cannot evade that attack, is considered lost,
and the crew removed from the table.
d) Cavalry which attempt to contact formed infantry frontally will not close. They can either stop
outside small arms range Disordered, or if the charge started from within small arms range they
can stop at 4 Disordered, or dismount.
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19 Combat
Combat in They Couldnt Hit an Elephant combines many of the phases found in traditional
rules into one. Charging and defending unit morale, close range fire and melee are all rolled up into
just one calculation. Remember, the official Game Scale is for 10 minutes per turn, so this combat
phase encompasses everything from a sudden and decisive charge, through a swirling cavalry melee
and all the way to a protracted fire fight. This close quarter combat will always be decisive, and, as
in real war, the support that units have around them can be the difference between standing and
routing.
To claim a flank contact the attacking unit must start the move behind the line of the defending
unit. For example, in the figure below unit B cannot claim a flank attack, but unit D can.
19.1.2
Supporting Units
A unit may have a maximum of three supporting units, one on each flank and one to the rear.
All of these supporting units must be within 2 of the units flank and in line with it, or within 4
to the rear. To be effective in support a unit must be both Ordered and in Normal morale state.
Skirmishers may offer flank support only.
A unit can only support one combat in a turn. It cannot support a neighbouring unit if it is being
attacked itself.
Supporting artillery must have a clear field of fire, be within close range, and must not have
fired at a different unit this turn. A unit may receive support from multiple artillery batteries.
19.1.3
As we have already mentioned, where possible the attacker should conform to the defending
units that it is facing to produce clean combats, where one unit fight another one unit, rather
than mixing up many units in a jumbled mess.
Sometime more than one arm is involved in combat. In this case the combat is fought by the
most aggressive element of the force, with the others supporting. The order of aggression in
descending order is infantry, then cavalry, then artillery.
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G
Unit J must fight D, as must I (as D is more aggressive than the artillery battery C), whilst the
artillery battery C will support D in the combat. Unit H will attack unit B. Unit K must fight the
cavalry unit F (as Cavalry is more aggressive than artillery), should the Cavalry choose to fight
(they could evade); the Cavalry will be supported by the artillery battery E. Units A and G are both
Fightin, and thus neither can support other combats.
19.1.4
Attacker Initiative
In unclear situations the attacking player decides which units fight, representing local initiative
by its officers who are putting more emphasis where they think the weak spots are in the enemy
line.
19.1.5
If a single combat involves troops of the same side of different class, (for example, one Veteran
and one Average Union Regiments, versus an Average Confederate Regiment) then the
Confederate will count -1 for being outclassed, but the Union would not count a +1 for
outclassing them as the combined units are not a whole class better.
UNIT TYPE
Infantry
Cavalry
Artillery
Skirmishers
Infantry
4
2
3
1
OPPOSITION ARE
Cavalry
Artillery
4
3
4
3
3
1
3
For example, a Union infantry Regiment fighting a Confederate cavalry Regiment will crossreference infantry against Cavalry, giving it a basic combat value of four. The Cavalry will do
similar, but find that Cavalry cross-referenced with Infantry only gives it a combat value of two.
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-2 25%<casualties<50%
Enfiladed by enemy within 4
Fightin
-1 Outclassed by enemy
10%<casualties<25%
Surprised
* artillery count their strength as the number of guns fighting, infantry and cavalry count number
of figures (or four and two strength points per base respectively if using that system.
The Officer Leadership factor can only be used if the officer is attached to the unit, or used the
Inspirational Officer card to send it into combat. If he does influence the fight then a risk to
general roll will be needed (see section 16.1).
c) Compare the combat value of each side. The side with the higher modified combat value rolls
2D6 and adds the score to the difference in combat values. He then consults the combat resolution
table below. If combat values are equal, the attacker is designated as the higher score, and it is he
who rolls, but with no plus for any combat value advantage.
2
3
4
5
hR hR hD hD
6
F
7
F
8
F
9
lD
10
lD
11
lR
12
lR
13+
Q or N
hR hR hD hD B
B lD
lD
lR
lR
Q or N
B lD
lD
lD
lR
hR hR hD hD B
lR
N or Q
hR
KEY
DESCRIPTION
lR/hR
hD/lD
B
H
Q
N
F
Page 30
CASUALTIES
Loser Winner
3
1
2
1
1
1
1
1
1
0
0
0
2
2
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Starting at the top, work through the situations until one applies to only one side in the current
firefight:
i. Defeated troops lose the firefight (includes if they have become Defeated due to casualties
received in the firefight)
ii. Troops defending a stone wall or hard cover always win the firefight, whatever the losses.
iii. Resolute troops win the firefight
iv. Veteran troops win the firefight
v. Average troops win the firefight
vi. The side who rolled higher wins the firefight
The loser of the firefight withdraws to 4 distance from his enemy, and is Fightin.
If there is no winner of the firefight, both sides stay at 4 distance, count as Fightin, and will refight the firefight when either sides card is drawn unless a commander uses his PIPs to withdraw a
unit from the fight or rally a unit to Normal morale.
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20 Combat Reactions
The results of combat may affect the troops surrounding the action, as well as the troops physically
involved. Here we apply the following automatic results.
a) Defeated troops which are forced to retire by a combat result (not a firefight result) will Rout.
b) The troops supporting the losers of a combat must withdraw to 4 distance of victors, with
gunners abandoning their guns if necessary, although light artillery may limber up and
withdraw.
c) All Defeated troops, within 8 of the combat position of Routed defenders, will also rout in the
same direction.
d) Troops directly behind Routers, and within 4", are burst through, and also Rout if they are the
same or worse class as the routers. Higher class troops stay put but become Disordered. Resolute
or Aggressive troops always count as higher class.
e) Fightin or Defeated troops, outside of 4, which are Routed through also Rout
f) Cavalry that Rout their opponents immediately are allowed to breakthrough to the limit of their
charge move. If they contact any enemy units, they may initiate combat and will not count
Disordered until the end of the breakthrough move.
g) Cavalry are Disordered at the end of a combat, or after breakthrough.
h) Each unit who Rout their opponents must take a test to see if they enter Pursuit. If they do they
will do so immediately until rallied. The exception here is Cautious troops who never pursue
Throw 1D6:
6= Pursuit; 4,5,6= Pursuit if Raw or Aggressive.
i) Any Defeated or Routed unit that cannot retire without interpenetrating enemy troops is
eliminated (wiped out or taken prisoner)
Units in Pursuit must breakthrough immediately to the limit of their move. In subsequent moves
they will move straight ahead at full speed, and will charge the nearest enemy within a 45q arc with
no command PIP needed. Cavalry will automatically try to Opportunity charge. They will stay in
Pursuit mode until either Rallied by an officer, or forced to stop/retire by a Combat result or Status
check.
21 Resolving Disputes
No set of rules may cover all eventualities encountered during a wargame. If you find such a
situation, we suggest that you resolve this according to the spirit of the rules:
- Compare Leadership factors of the Generals commanding the troops involved in the dispute.
The better General wins the argument
- If the Generals are of the same quality, compare the troops involved. Aggressive troops win
the argument, followed by Resolute, Veteran, Average, Raw and finally Cautious troops.
- If the Generals and the troop quality are the same, then roll a dice. Highest wins!
- If all else fails, joining the TooFatLardies Yahoo! Group
http://groups.yahoo.com/toofatlardies and ask the author for a ruling!
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Move a blind up to a full move. There are no penalties for change of face/wheeling of a blind.
Voluntarily deploy the troops from the blind onto the table
These moves may not be in addition to moves that may have been made on the Blinds card. The
moves cost 1 PIP per 8 distance from the commander to the Blind.
22.2.1
When deployed on a Blind a force may mover the following distances, depending on what its
formation is.
Column of march blind:
Fully Deployed blind:
22.2.2
Multiple Moves
Blinds may take multiple moves if they are outside of 16 of visible enemy troops (outside of 4 of
built up areas or woods), or outside of 4 of enemy blinds. Therefore, a brigade on a Column of
March blind commanded by an Inexperienced officer who rolls a 3, may move 24, or 16 and
change to a Deployed formation.
22.2.3
Thick woods, steep hills and built up areas are defined as Difficult Terrain etc. This reduced
movement by 50% for all blinds. Artillery can never enter Difficult Terrain, even when on a
Blind. A blind must leave its artillery behind if it enters Difficult Terrain.
Blinds not in the open take the move distance appropriate to the terrain they start in. For
example, a deployed Blind starting from just 1 inside a wood, which moves into the open, moves
only 2 in total. This represents the reordering that must occur on exit from the difficult terrain.
22.2.4
A commander may choose to voluntarily deploy all or some of the troops from a Blind (for
example, an artillery battery). The unit is activated on the Blinds card or may fire at Coffee!
The unit may fire, and the commander may choose to use some of his Blinds own command PIPs
to move or Rally it as required.
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23 Commander Ratings
Whilst the rules thus far have focussed on allowing the gamer to re-fight historical engagements, it
is, of course, entirely possible to fight entirely fictitious battles with commanders of your own
design. To make like somewhat simpler we have included the following tables to allow you to rate
your units according to the period and theatre of the conflict.
COMMANDER
Political
Cautious/
Inexperienced
Inexperienced
Bold/Inexperienced
Professional
Bold/Professional
Cautious/Professional
Gifted
UNION
1861-3
1-3
4
CONFEDERATE
1861-3
1
2
UNION
1864-5
1
2
CONFEDERATE
1864-5
1
2
5,6
7
8
9,10
-
3,4
5,6
7
8
9
10
3-5
6
7,8
9
10
3
4
5,6
7
8,9
10
Divisional Commanders
Meade
Birney
Sedgwick
Wadsworth
Hunt
Sheridan
Sherman
Humphreys
Barnes
UNION
Professional
Cautious/Inexperienced
Cautious/Professional/Inspirational
Inexperienced
Professional (artillery)
Professional
Professional
Professional
Political
Caldwell
Doubleday
Greene
Kilpatrick
Buford
Gibbon
Chamberlin
Political
Cautious/Inexperienced
Inexperienced
Bold/Political
Professional
Professional/Inspirational
Bold/Professional/Inspirational
Hood
Heth
Jackson
A P Hill
D H Hill
Early
McLaws
Pickett
Pender
Ewell
Law
Rodes
Kershaw
JEB Stewart
Pemberton
Bragg
Forrest
Page 34
CONFEDEERATE
Bold/Professional/Inspirational
Political
Gifted
Gifted
Inexperienced
Bold/Professional
Cautious/Inexperienced
Inexperienced
Professional
Professional
Inexperienced
Bold/Inexperienced
Professional
Bold/Professional/Inspirational
Cautious/Inexperienced
Cautious/Inexperienced
Gifted/Inspirational
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23.2.2
Gibbon
Vincent
Custer
Kilpatrick
Couch
Meredith
Cutler
Trobriand
Brewster
Carr
Ward
Graham
Birney
Barnes
Caldwell
Kelly
Meagher
Zook
Greene
Brigade Commanders
UNION
Gifted/Inspirational
Professional/Inspirational
Bold/Professional/Inspirational
Bold/Inexperienced
Political
Political
Inexperienced
Professional
Inexperienced
Inexperienced/Inspirational
Inexperienced
Political
Professional
Political
Inexperienced
Inexperienced/Inspirational
Inexperienced/Inspirational
Inexperienced
Professional
Barksdale
Law
Kershaw
Hood
Early
Cleburne
JR Davis
Wilcox
Semmes
Wofford
JB Anderson
Robertson
Pickett
Armistead
Hays
Walker
Rodes
Pender
Pettigrew
CONFEDERATE
Bold/Professional/Inpsirational
Professional
Professional/Inspirational
Bold/Gifted/Inspirational
Bold/Professional
Gifted/Inspirational
Political
Professional/Cautious
Professional
Bold/Inexperienced
Inexperienced
Bold/Inexperienced
Bold/Inexperienced
Professional
Inexperienced/Inspirational
Inexperienced
Professional/Inspirational
Professional
Bold/Inexperienced
24 Unit Ratings
These rules will give the best results when combined with carefully researched unit characteristics.
We do recognise that this will often not be possible and so, with some trepidation, below are
suggested compositions of forces for the two sides throughout the war. These will give an early,
middle or late war feel, plus a variety of troop types which should challenge each side.
YEAR
Eastern Theatre
Western Theatre
Rifled Battery
All
1863+
SUGGESTED
TCHAE RATING
ARMAMENT
75% Average
25% Veteran
75% Average
25% Veteran
Veteran
75% Average
25% Veteran
6 x Light Rifles
6 x Heavy Rifles
6 x Light Rifles
6 x Medium smoothbore
1861-2
Average
Average
Average
Average
Page 35
4 or 6 Light Rifles,
4 or 6 medium
smoothbores
4 or 6 Heavy Rifles
4 or 6 Light Smoothbores
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YEAR
1861-2
1863
60% Average
20% Raw
20% Veteran
40% Veteran
40% Veteran/Aggressive
20% Average
Veteran
1864-5
US Regular Regts.
1861-5
YEAR
1861
1862
1863
1864-5
US Sharpshooters
1861-2
1863
1864
All
1862-3
All
1863
YEAR
Rifled Battery
All
All
Smoothbore battery
All
Light battery
All
All
Washington Light
artillery
All
SUGGESTED
TCHAE RATING
75% Average
25% Veteran
75% Average
25% Veteran
75% Average
25% Veteran
75% Average
25% Veteran
75% Average
25% Veteran
Veteran
Page 36
ARMAMENT
4 x Light Rifles,
Second rate equipment
4 x Heavy Rifles,
Second rate equipment
4 x Medium smoothbore
Second rate equipment
4 x Light smoothbore
Second rate equipment
4 x Heavy Rifles
4 x Light Rifles
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YEAR
1861-3
Well-known Cavalry
Units
Forrests Western
Cavalry
1864-5
30% Average
20% Average/Cautious
20% Average/Aggressive
20% Veteran/Cautious
10% Veteran/Aggressive
1862-4
Veteran/Aggressive
Shotgun and carbine armed. May form in line
when dismounted
YEAR
1861
1862
1863
1864-5
1861-3
1862-3
Average/Aggressive
Veteran/Resolute
1862-3
1861-3
Veteran/Aggressive/Resolute
Average, Marksmen
Page 37
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YEAR
1861-2
1863
1864-5
Union armies in the West
1861-2
1863
1864-5
Army of Northern
Virginia
1861-2
Late
1863-1865
1861-2
1863
1864
ARMAMENT
50% Rifles
25% Second rate Rifles
25% Smoothbore muskets
70% Rifles
15% Second rate Rifles
10% Smoothbore muskets
5% Superior Weapons
90% Rifles
10% Superior Weapons
30% Second rate Rifles
70% Smoothbore muskets
50% Rifles
30% Second rate Rifles
20% Smoothbore muskets
90% Rifles
10% Superior Weapons
40% Rifles
30% Second Rate rifles
30% Smoothbore muskets
100% Rifles
30% Second rate Rifles
70% Smoothbore muskets
45% Rifles
20 % Second rate Rifles
35% Smoothbore muskets
55% Rifles
30% Second rate Rifles
15% Smoothbore muskets
YEAR
1861-2
1863
1864-5
1861-2
1863
1864-5
Page 38
ARMAMENT
80% Rifled carbine
20% Superior Weapons
100% Superior Weapons
40% Repeating Weapons
60% Superior Weapons
Sabre only, no firepower
50% Rifled carbine
50% Smoothbore carbine
20% Repeating Weapons
50% Superior Weapons
30% Rifled carbine
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YEAR
1861-3
1864-1865
CSA armies in the West
1861-2
1863
1864
ARMAMENT
20% Rifled carbine
80% Smoothbore carbine
or shotgun
30% Rifled carbine
70% Superior Weapons
100% Smoothbore carbine
or Shotgun
80 % Smoothbore carbine
or Shotgun
20% Rifled carbine
50% Rifled carbine
50 % Smoothbore carbine
or Shotgun
YEAR
1861-2
1863-5
1861-2
1863
Army of Northern
Virginia
1861-2
1863
1864-1865
Page 39
ARMAMENT
50% Light Rifles
10% Heavy Rifles
35% Medium Smoothbore
5% Second Rate Medium
Smoothbores
55% Light Rifles
5% Heavy Rifles
40% Medium Smoothbore
25% Light Rifles
15% Heavy Rifles
15% Medium Smoothbore
30% Light Smoothbore
10% Second Rate Medium
Smoothbores
50% Light Rifles
10% Heavy Rifles
35% Medium Smoothbore
5% Second Rate Medium
Smoothbores
30% Light Rifles
10% Heavy Rifles
20% Medium Smoothbore
20% Light Smoothbore
20% Second Rate Medium
Smoothbores
45% Light Rifles
10% Heavy Rifles
40% Medium Smoothbore
5% Second Rate Medium
Smoothbores
45% Light Rifles
5% Heavy Rifles
50% Medium Smoothbore
Note: majority should
count Second rate due to
ammunition problems
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FORCE
CSA armies in the West
YEAR
1861-2
1863
1864
ARMAMENT
20% Light Rifles
15% Medium Smoothbore
30% Light Smoothbore
35% Second Rate Medium
Smoothbores
30% Light Rifles
35% Medium Smoothbore
15% Light Smoothbore
20% Second Rate Medium
Smoothbores
15% Light Rifles
55% Medium Smoothbore
30% Second Rate Medium
Smoothbores
Note: majority should
count Second rate due to
ammunition problems
Andrew J Barney
Patrick ORorke
Joshua Chamberlin
Galusha
Pennypacker
CONFEDERATE
6th Alabama
1st Texas
26th North Carolina
35th
Btn
Virginia
Cavalry
Page 40
John Gordon
Philip Work
Henry Burgwyn Jr.
Elijah White
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25 Game aids
25.1 Unit Type Memory Jogger
You can give each player one of these to help them understand how to best use their units. A tick
indicates what they are best at, a cross what they should really try to avoid.
UNIT TYPE
Veteran
Average
Raw
Aggressive
Cautious
Resolute
2nd rate equipment
Superior Weapons
Repeating Weapons
FIRE
X
X
MORALE
X
ATTACKING
X
-
COMBAT
FIREFIGHT
Brigade
COMMANDER
Unit
Experience
TYPE/DICE
Character
INSPIRATIONAL COMMANDER?
Arms
Inspirational
Commander?
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Starting
Strength
LEADERSHIP FACTOR
Casualties
Current
Morale State
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26.1
Infantry Brigades should be represented by a number of bases, each of three to four figures. One
base represents 200 men. Each base is 1 wide.
Cavalry Brigades should be represented by a number of bases, each of two figures. One base
represents 100 men. Each base is 1 wide.
Artillery Brigades should be represented with one model per 8 guns, on a base 2 wide. (therefore a
CSA brigade of 4 batteries of four guns is represented by two models, as is a Union brigade of three
batteries of six guns).
26.2
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26.6
CLOSE
6
4
8
6
6
4
2
EFFECTIVE
12
8
24
18
-
EXTREME
24
18
40
32
-
As with the smaller level game, firing is under taken with 2D6 per gun model or 1D6 for each two
bases of infantry.
26.7
Cautious/Professional
Political
Cautious/Inexperienced
Bold/Political
Cautious/Professional/Inspirational
CONFEDERATE
Longstreet
Jackson
Hood
A.S.Johnston
A.P. Hill
Page 43
Cautious/Professional
Bold/Professional
Bold/Political
Professional/Inspirational
Inexperienced
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The battle of Kernstown was fought on March 23rd, 1862 and was General Thomas Stonewall
Jacksons first as an independent commander, beginning his legendary defence of the Shenandoah
Valley against overwhelming odds.
The ratings of both commanders and troops gives an insight into how players should assign these in
their own games. Although Jackson would become a superb commander, at Kernstown he was very
much learning his trade. But he was clearly an inspirational figure to his men and willing to take
risks, hence Bold/Inexperienced/Inspirational. His opposite number, Kimball, was commanding the
Division only because Shields had been injured in a skirmish the previous day. Kimball was a very
experienced regular army officer, and had he been in command of his brigade would rate as
Professional. As a Divisional commander, however, he was, and is therefore rated as, Inexperienced.
The majority of the troops at the battle had been in uniform for several months and were thus well
versed in drill, with many also having experienced some action. A few, such as the Stonewall
brigade - only Garnetts men - had experienced a major battle, but very few could be said to be true
veterans. Therefore most units are rated as Average. The Stonewall brigade, as with many of the
top quality confederate troops in the early years, are classed as Aggressive, to simulate the extra
lan they bought to the attack.
The Battlefield
Kernstown was surrounded by wooded, hilly terrain, none of which was so dense, or steep, as to
seriously hamper military operations, but which would aid a defender. The dominant ground is
known as Pritchards hill. There was a small stream running though the town, which was eminently
fordable. And to mark it out as an ACW battlefield, there is a long stone wall to the west!
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2 bases
Raw
5 bases
Average
5 bases
Raw/Inspirational Colonel
5 bases
Average
6 medium smoothbores Average
6 medium smoothbores Average
Average
Average
Average
Average
Veteran
3rd Brigade
Tyler (Inexperienced)
1st West Virginia
4 bases
7th Ohio
5 bases
29th Ohio
5 bases
110th Penn
4 bases
7th Indiana
5 bases
Battery A, 1st West Virginia 4 Light rifles
Battery B, 1st West Virginia 4 Light rifles
Average/Inspirational Colonel
Average
Average
Raw
Average
Average
Average
Cavalry Brigade
1st Penn.
1st Michigan
1st West Virginia
Average/Cautious/sabre only
Average/Cautious/sabre only
Average/Cautious/sabre only
Brodhead (Inexperienced)
3 bases
3 bases
3 bases
Average/Aggressive
Veteran /Aggressive
Veteran /Aggressive
Average /Aggressive
Average /Aggressive
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6 light smoothbores
Veteran
4 medium smoothbores Average
4 medium smoothbores Average
Ashby (Bold/Professional/Inspirational)
3 bases
Veteran/Aggressive
4 light rifles
Average/Horse Artillery
Umpire notes
If you slavishly follow the ground scale, then this battlefield is large, and sparsely populated with
troops. I suggest that you scale the map at approx 18 = mile, and only represent the area of the
battlefield marked by the dashed line on a 6 by 4 table.
Allow the Union to detach batteries to be placed on Pritchards Hill under Daums command. This
needs to be ordered by Kimball at a cost of two command PIPs for each brigade that he detaches
guns from (to represent negotiations with the infantry!). Once detached, the guns move towards
Prichards Hill at normal movement rate, deploying on the table if they were originally on a blind.
It appears all the troops at Kernstown were armed with rifles. If you would like to experiment with
a greater variety of troop types, roll a d10 per unit. On 1 or 2 give the unit Smoothbore muskets, on
a 3, 4 or 5 give them Second rate Rifles, and on a 9 or 10 give the unit Marksmen status.
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The game should be played on a 6 x 4 table. The woods around Little Round Top are Difficult
Terrain, as is Devils Den. Other woods are Light Terrain, as are the crop fields in Rose Farm.
Plum Creek is no obstacle to movement.
1st Brigade
4th Alabama
15th Alabama
44th Alabama
47th Alabama
48th Alabama
2nd Brigade
1st Texas
4th Texas
5th Texas
3rd Arkansas
Robertson (Inexperienced)
4 bases Veteran/Aggressive/Resolute
4 bases Veteran/Aggressive
4 bases Veteran/Aggressive
5 bases Average/Aggressive
3rd Brigade
2nd Georgia
15th Georgia
17th Georgia
20th Georgia
Benning (Inexperienced)
3 bases Veteran
4 bases Average/Inspirational Commander
4 bases Average
3 bases Average
Artillery
Henry (Inexperienced)
Branch Bty
5xMed SB
Average
Rowan Bty.
6xLight Rifles Average
Palmetto Bty. 5xLight Rifles Average
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Umpires Notes
This is a scenario that will challenge both the command and control system and the players.
Neither side has any effective command above the brigade level. The Union problems are selfinflicted as Sickles and Birney have over-ridden the chain of command to inextricably mix brigades
and regiments together. This is exacerbated, and in retrospect was rescued, by the initiative shown
by the V Corps commanders who rushed troops to Little Round Top.
For the Confederate side, the problems are caused by the artillery shell that hit General Hood just
as he had set his Division in motion. Although Law was put in his place, Hood had not confided his
overall plan to anyone. Law then proceeded to become distracted by the actions of a small number
of units, to the detriment of the cohesion of the Division. He was also very slow to replace himself
at the head of his Brigade.
Represent Laws tardiness by not allowing Sheffield to be represented on the table until 2DAv turns
have been played. Until he appears, Laws brigade are activated on Laws card (or the Blinds card
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whilst they remain unspotted), and he will need to spend PIPs moving those units as well as
commanding the Division.
Although the terrain around Little Round Top is Difficult, historically Hazletts battery managed to
reach and deploy on the crest (although it is interesting to read that General Gouverneur Warren
declared the hill unsuited for artillery, and was overruled by Captain Augustus Martin!). Therefore
this deployment should be allowed.
The assorted additional Union formations that feature on the order of battle should be treated in
the following manner:
The 2nd US Sharpshooters should be given a Hold order on Round Top. They will fight in Skirmish
order, and will retire to keep 4 distance from formed enemy infantry.
Vincents Brigade with Hazletts battery (which for our purposes will act as under Vincents
command) arrive on move 4 at point B. They are on a column of march Blind and be on any orders.
Weeds Brigade arrives on move 8 at point B. They are on a column of march Blind, on any orders.
The 40th New York arrive at point D on turn 12. They have a Hold order for Devils Den, and may
therefore attack enemy troops holding it. Once they have gained Devils Den, they will revert to
Hold order, and may be commanded by any Union Brigadier.
The 17th Maine will start deployed on the table along the stone wall marked C and will not move
from the wall unless forced to by the Rebels.
All these miscellaneous troops will be activated on an additional card in the deck: Union
Reinforcements.
The game ends at the completion of move twenty.
Victory conditions
Confederate Major Victory
Confederate Minor Victory
Union Minor Victory
Union Major Victory
Take and hold Rose Woods, Devils Den and Little Round Top
Take and hold Little Round Top
Hold Rose Woods, Devils Den and Little Round Top
Hold Rose Woods, Devils Den and Little Round Top with
Weeds Brigade not taking any casualties
An intriguing what if variant on this scenario is to pretend that Hood was not hit by that fateful
artillery shell, and was able to command his Division during the attack, allowing Law to command
his own brigade. This should certainly help the confederates and therefore some modification of the
victory conditions should be made
Confederate Major Victory
Confederate Minor Victory
Take and hold Rose Woods, Devils Den and Little Round Top
by move 16
Take and hold Rose Woods, Devils Den and Little Round Top
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It is suggested that this game is played on a table 8 by 6. The woods are Light Terrain, as is the
Cornfield. The Farms and Church are wooden buildings.
Hooker (Bold/Inexperienced)
1st Division
1st Brigade
2nd Brigade
3rd Brigade
4th Brigade
Artillery
Doubleday (Cautious/Inexperienced )
3 bases Average
4 bases Raw
4 bases Average
5 bases Veteran/Resolute/Inspirational Commander
1 base Med SB Average
2nd Division
1st Brigade
Williams (Political)
5 bases Raw
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2nd Brigade
3rd Brigade
Artillery
3 bases Average
7 bases Average
1 base Light Rifle
3rd Division
1st Brigade
2nd Brigade
Artillery
Meade (Professional)
6 bases Average
6 bases Raw
1 base Med SB Average
Average
Mansfield (Inexperienced)
1st Division
1st Brigade
2nd Brigade
Artillery
Ricketts (Political)
6 bases Average
5 bases Raw
1 base Light Rifle
2nd Division
1st Brigade
2nd Brigade
3rd Brigade
Artillery
Greene (Inexperienced)
4 bases Average
3 bases Veteran
4 bases Average
1 base Med SB Average
Average
Sedgwick (Cautious/Professional/Inspirational)
5 bases Average
4 bases Veteran
5 bases Raw
1 base Med SB Average
1 base Light Rifle
Average
Reserve Artillery
Artillery
Artillery
Average
Average
Jackson (Bold/Professional)
Lawton (Bold/Inexperienced)
1st Brigade
6 bases Average
2nd Brigade
6 bases Veteran/Inspirational Commander
6 bases Average
3rd Brigade
Artillery
1 base Light Rifle
Average
Jones (Inexperienced)
1st Brigade
4 bases Veteran
4 bases Average
2nd Brigade
Artillery
1 base Med SB Average
Hood (Bold/Professional/Inspirational)
1st Brigade
4 bases Veteran/Aggressive/Inspirational Commander
2nd Brigade
4 bases Veteran/Aggressive
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Ripley (Inexperienced)
1st Brigade
7 bases Average
Artillery
1 base Light Rifle
Average
McLaw (Cautious/Inexperienced)
1st Brigade
4 bases Veteran
2nd Brigade
5 bases Average
3rd Brigade
4 bases Average
4th Brigade
4 bases Average
Artillery
1 base Light Rifle
Average
Walker (Bold/Inexperienced)
1st Brigade
5 bases Veteran/Aggressive
2nd Brigade
4 bases Average/Aggressive
Artillery
1 base Med SB Average
Reserve Artillery
Artillery
Union Deployment
1St Corps begin the game deployed anywhere north of the dashed line (N.B. North is to the bottom of
the map). They may be on any type of Blind, or deployed on the table, on any type of order. Hooker
has orders to attack and take the ridge behind Dunker church.
Mansfield with the XII Corps arrive at point A on move 8. They may be on any type of Blind, with
any orders. Mansfield has orders to attack and take the ridge behind Dunker church.
Sedgwicks division arrives at point B on move 14. They are on a deployed blind, but may have any
orders.
Confederate Deployment
Jackson begins the game with Lawton, Jones, Hood, Ripley and the reserve artillery available. They
may be deployed anywhere south of the dotted line, may be on any type of blind, or deployed on the
table, on any type of order. Jackson must defend his positions, and specifically must hold the high
ground south of Dunker Church at all costs.
McLaw and Walker will arrive on move 20 (assuming the Confederates are still holding out). They
may deploy anywhere between points D and E, and are on deployed blinds. They may have any
orders.
The Confederates also have an artillery battery at point C, Nicodemus Hill. It is suggested that the
wargame table only extend to the edge of the West Woods, and this artillery to be represented as
off-table, always firing at extreme range, and activated by the Confederate reserve artillery card.
Victory Conditions:
Union Major Victory:
Union Minor Victory:
Confederate Minor Victory:
Confederate Major Victory:
The game will end at move 30, or if the Union has taken the high ground south of Dunker Church.
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Order
1.1 of Play
1
2
3
4
5
6
7
8
Staff Officers
Draw Cards
Spotting
Tactical Command Phase
Fire Phase
Movement
Combat
Reaction Test
Grand Tactical Command Phase
Status test
+1
Resolute
Aggressive advancing
In cover
Spotting
Throw 2D6 a= automatic Spot
Range is Less Than
5"
8"
16"
24
36"
48"
"
Open
a
a
6
8
10
11
Light
a
5
7
9
11
12
Difficult
a
6
8
10
Officer on higher ground shifts 1 column left
+n
Officer Leadership factor
Leadership Factor
Officer Type
Gifted/Inspirational
Professional/Inexperienced
Political
+2
+1
0
If the result is 1 or less the unit goes down one morale level (Normal>Fightin, Fightin->Defeated, Defeated->Rout)
Close
Effective
12"
8
12
12
8
6
4
18
12"
32
24
-
Extreme
30
24
48
40
Target
Close
SB
Enfilade/limbered/column
3
Line
4
Soft cover/Engaged target
5
Deployed Artillery
6
Hard cover/Skirmishers
7
Deployed artillery in redoubts 8
Prone skirmishers
10
Throw 1D6 per 2 infantry bases, 1D6 per 2 guns +/- modifiers
+1
+2
Veterans firing
Repeating Weapons
Superior weapons
Targets are Raw troops
Marksmen firing
-1
Raw
Light SB firing
Fightin firer
2nd rate artillery firing > close; 2nd rate small arms firing
Column of March
Fully Deployed
+1
vs Raw troops
Professional, Bold or Gifted commander
Veteran troops
Aggressive troops attacking flank/rear
Tactical Movement
Infantry
Skirmishers that have fired
Infantry Rout
Cavalry
Cavalry Rout
Heavy/Med. Artillery
Light Artillery
Artillery Manhandle
Officers
6"
3
8
12"
16
6
12
2" (only Light)
12"
+2
Charged from > move distance
Charging flank/rear of slower moving troops
+n
-1
Combat Resolution
a)
b)
c)
d)
Artillery
3
3
3
-2
25%<casualties<50%
Enfiladed by enemy within 4
Fightin
-1
Outclassed by enemy
10%<casualties<25%
Surprised
x50%
Defeated
Disordered in good terrain
Prone
Calculate the difference in CVs. Higher score add 2D6 to the total
Look up the result on table below
2
hR
hR
N
hR
3
hR
hR
hR
hR
4
hD
hD
H
hD
5
hD
hD
H
hD
6
F
B
B
B
7
F
B
B
B
8
F
B
B
B
9
lD
lD
lD
H
10
lD
lD
lD
H
Loser
8 (Inf.)/16 Cav. 3
Lower (l) or Higher (h) score Routs
2
Lower (l) or Higher (w) retires 4" (Inf.)/8" Cav. Defeated
Cavalry breaks off 8" Disordered
1
1
Cavalry halt at 4" Fightin (dismount)
Losing defender Routs before contact
1
Losing attacker refuses to charge. Stands Defeated
0
Infantry Firefight develops, see below
2
11
lR
lR
lD
H
12
lR
lR
lR
lR
13+
Q/N
Q/N
Q
N/Q
Casualties
Winner
1
1
1
1
0
0
2