Antietam 1862

C 2006 GIOGAMES
Antietam 1862
A13
V13
A12
V12
A11
2
V11
2
V10
2
V9
2
A10
2
A9
2
A8
3
2
V8
A7
V7
A6
V6
A5
V5
A4
V4
A3
V3
A2
V2
C1
A1
B1
E1
D1
G1
F1
I1
H1
L1
K1
N1
M1
P1
O1
R1
Q1
T1
S1
V1
U1
Battlefield:
Scenario Lenght:
Creek hexside
Place terrain hexes as shown on the diagram above.
The battle starts at 7.00 am and ends at 8.00 pm.
Woods
Special Terrains:
Activation Dice:
Orchard
Town
Major road
Cornfield
Sunken road
Hill
Sunken Road
Movement cost on road hexside: 1/2 MP.
Crossing Sunken road hex: 1 MP
Infantry e Cavalry have -2 dice modifier when attacking not
from Sunken Road hexside.
Artillery may not firing from a Sunken Road.
Line of sight: not blocked.
Dunkard Church (P8 Hex ):
Units in such hex does not consider the retreat result.
Artillery units have -1 die modifier (cavalry and infantry: -2),
when are firing at Dunkard Church.
Antietam Creek is crossable only on the bridges.
Units must stop movement in the bridge hex, in the next
activation, crossing the bridge need all movement Points.
1
The CSA player rolls 5 dice; the US player rolls 3 dice.
Special Rules:
Infantry and Cavalry unit with 1 Combat Factor left (the
stand), or after modifiers for terrain, rolls minimun 1 die in
combat.
Victory Conditions (VC):
Some hexes on map have a red circle with a number.
That is the number of Victory Points (VPs), that UNION
PLAYER gains if he controls these hexes at the end of battle.
The confederate player gains a number of VPs equal to the
step value of the US units eliminated.The player with the most
VPs is the winner.
Yankees & Rebels
Antietam: September 17th, 1862
h. 07 am
UNION UNITS
ON MAP:
h. 07 am
CONFEDERATE UNITS
ON MAP:
REINFORCEMENTS:
Corp
Unit type
Tra
Hex
CF
Corp
Unit type
Tra
Hex
CF
I°
Infantry
Infantry
Infantry
Artillery
Vet
Vet
Vet
Vet
V11
V10
V9
V9
4
4
4
2
I°
Infantry
Infantry
Infantry
Artillery
Vet
Vet
Vet
Vet
R2
S3
T3
S3
4
4
4
2
Infantry
Infantry
Infantry
Infantry
Infantry
Infantry
Infantry
Artillery
Artillery
Vet
Vet
Elite
Elite
Elite
Elite
Elite
Vet
Vet
H11
A13
F6
G5
B4
D5
O11
C6
O10
5
5
2
2
2
2
5
2
2
Infantry
Infantry
Infantry
Infantry
Artillery
Vet
Vet
Vet
Vet
Vet
C1
D1
D2
E1
C1
4
4
4
4
2
Infantry
Infantry
Cavalry
Artillery
Vet
Vet
Vet
Vet
V4
V3
V3
V4
4
4
2
2
Infantry
Infantry
Infantry
Infantry
Infantry
Infantry
Infantry
Cavalry
Cavalry
Artillery
Artillery
Artillery
Elite
Elite
Vet
Elite
Elite
Elite
Elite
Elite
Elite
Vet
Vet
Vet
S6
S7
A8
R10
S11
N5
N6
R13
S13
L7
S6
S13
2
2
5
2
2
2
2
2
2
2
2
2
Hooker
II°
Sumner
IX°
Burnside
XII°
Mansfeld
Longstreet
II°
Jackson
h. 1 pm:
At start of this turn, place the “Corp Indicator” in
the container with the others corp markers.
Corp
Unit type
Tra
V°
Infantry
Infantry
Infantry
Artillery
Vet
Vet
Vet
Vet
G1
H1
I1
I1
4
4
4
2
Infantry
Infantry
Infantry
Artillery
Vet
Vet
Vet
Vet
U1
U2
V1
V1
4
4
4
2
Porter
VII°
Franklin
Hex CF
entry
TABELS LEGEND:
CREDITS:
TERRAIN EFFECTS:
LoS Line of Sight
MPs # of Movements points required to enter
# of dice malus attacking this hex
Scenario by
Giovanni Crippa
Special thanks to all friends of the “Wargames
Club Lecco” for playtesting and suggestions.
SCENARIO
Tra training unit
Cons Conscripts
Vet Veterans
Elite Elites
Hex
Unit starting position
CF
Unit Combat Factor (stand+chips)
GIOGAMES
Via Seminario, 16
23900 LECCO
ITALY
www.giogames.it
[email protected]
“Histo Command Dice” System Game
C
2
2006 GIOGAMES