Learning history made fun.

“Learning history made fun.”
Coming soon from PKG is Paul Koenig’s
Fortress Europe (PKFE). More than 20
years in the making, PKFE is adapted
from Avalon Hill’s Fortress Europa.
But this is no mere reprint of a classic; PKFE is an entirely NEW game
with a new, much larger map that goes
all the way to Berlin. To expand its scope, the
game ends in May 1945, not March, for example.
The orders of battle are different, with new units
added and others altered to reflect historical realities. There
are many additional rules concepts, such as the effects of combat engineers and expanded
use of Allied Overstrength divisions. There are also many more optional rules. Finally, all of
the scenarios have been thoroughly redesigned and playtested, making them all well-balanced.
PKFE includes a 26x38 inch map, more than 400 laser-cut counters, at least six full-color Player Aid
Cards, and a 48-page full-color rulebook.
The third game published by PKG will be Gettysburg: Bloody July,
1863 (GBJ).
GBJ is Volume 3 in Paul Koenig’s Bloody Civil War series (Shiloh:
Bloody April, 1862, appeared in Strategy & Tactics #264 and Chancellorsville: Bloody May, 1863, was recently published by PKG). GBJ is
a low-complexity, two-player or solitaire game covering the events in
Pennsylvania in early July, 1863. As the Confederate player you must
converge on the town of Gettysburg and seize the high ground beyond
before the bigger Army of the Potomac can concentrate. As the Union
player you must hold off Bobby Lee’s desperate assaults until Meade
can bring up the entire army and strike a crushing blow. GBJ includes
eight 11” x 17” maps and more than 200 laser-cut counters, two fullcolor Player Aid Cards and a 16-page full-color rulebook. There are
three shorter scenarios and the full Campaign game.
GBJ uses the same game system as Shiloh and Chancellorsville, which
were adapted from the intermediate game of Avalon Hill’s Gettysburg (1977). But this is no reprint
of a classic. GBJ includes a brand new map at 200 yards per hex and, like its predecessors in the
series, includes terrain effects that were conspicuously missing from the original AH version of the
game. But, there are no supply or command & control rules. Paul Koenig’s Bloody Civil War series
are old-fashioned beer & pretzels wargames; rock ‘em, sock ‘em, “bloody” affairs.
For more information:
[email protected]
714-887-7052
http://www.paulkoeniggames.com/
References to examples of a Rule or Case are in blue text and this font.
Paul Koenig’s Bloody Civil War
Series Vol. 2
CHANCELLORSVILLE:
Bloody May, 1863
Text in shaded boxes, like this, provides the voice of the game’s
designer, who is addressing you to explain an idea or concept that is
not, itself, a Rule or a Case.
[1.0] Introduction
Table of Contents
[0.0] USING THESE RULES.............................
[1.0] INTRODUCTION.......................................
[2.0] GAME EQUIPMENT.................................
[3.0] SETTING UP THE GAME........................
[4.0] SEQUENCE OF PLAY...............................
[5.0] MOVEMENT...............................................
[6.0] STRATEGIC MOVEMENT......................
[7.0] STACKING..................................................
[8.0] ZONES OF CONTROL..............................
[9.0] COMBAT.....................................................
[10.0] COMBAT RESOLUTION.......................
[11.0] TERRAIN & OTHER
EFFECTS ON COMBAT.......................
[12.0] SHATTERED &
DISORGANIZED UNITS....................
[13.0] ORDERS OF BATTLE.............................
[14.0] HEADQUARTERS...................................
[15.0] HOOKER...................................................
[16.0] NIGHT.......................................................
[17.0] SURPRISE.................................................
[18.0] HOW TO WIN..........................................
[19.0] SCENARIOS.............................................
[20.0] OPTIONAL RULES.................................
DEDICATION.........................................
CREDITS.................................................
DESIGNER’S NOTES...........................
BIBLIOGRAPHY...................................
RULES Q&A..........................................
Following the debacle at Fredericksburg in December of 1862,
President Lincoln replaced Burnside as commander of the Army of
the Potomac with Maj. Gen. Joseph Hooker. Hooker came up with
one of the most audacious flanking maneuvers of the war. Leaving
two corps at Fredericksburg to pin Lee, he would march the rest of
his army north and west, cross the Rapidan River, and place himself
at Chancellorsville. The move, if successful, would place the Army
of Northern Virginia between two Union armies, ready to be crushed
as if in a vise.
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3
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The opening move worked, but then Hooker sat still as if waiting (or
daring) for Lee to attack him. Lee did indeed attack. But the move
was so unconventional as to catch Hooker completely by surprise.
Lee divided his forces in the face of the enemy—a textbook no-no—
not once, but twice! First, he left a group at Fredericksburg to delay
any Union crossing in that area. Then, with his remaining forces, he
left only two divisions in front of Hooker, while the remainder of his
army under Jackson (28,000 strong) marched around the Union right
and attacked them in the rear at sunset on May 2, 1863.
5
Chancellorsville: Bloody May, 1863 (CBM) is volume two of
Paul Koenig’s Bloody Civil War Series. It is a two-player wargame
simulating Jackson’s infamous flank attack that occurred west of
the Chancellor House (Chancellorsville) on May 2, 1863. As the
Confederate player, you must try to crush Hooker’s unsuspecting
army. As the Union player, you must regroup from the initial shock
of the blow, hold onto the Chancellor House, and counter-attack
against Lee’s outnumbered forces.
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[2.0] Game Equipment
Parts Inventory
●
4 11x17” maps
●
1 sheet of 132, double-sided game pieces
●
1 sheet of 31, double-sided game pieces
●
1 Rules booklet
●
1 6-sided die
[2.1] The Game Map and Scale
The game map represents the area in Virginia where the actual
campaign took place. A hexagonal grid has been superimposed to
regulate movement and the position of the playing pieces. A unit
must always be located in a specific hex. Explanations of the terrain
features are found on the Terrain Effects Chart, which, along with
other tracks and tables, is located on the back of this rulebook.
[0.0] Using These Rules
New gaming terms, when they are initially defined, appear in dark
red lettering for quick referencing.
The instructions for this game are organized into major “Rules”
sections as shown in large green Caps font, and represented by the
number to the left of the decimal point (e.g., rule 4.0 is the fourth
rule). These rules generally explain the game’s subject matter, its
components, the procedures for play, the game’s core systems and
mechanics, how to set it up, and how to win.
The scale of the map is about 300 yards per hex. Turns are one hour
of real time, except the Night turn, which is seven.
[2.2] The Playing Pieces
The playing pieces represent the actual military units that fought
in this campaign. The numbers and symbols on the playing pieces
represent the strength and type of unit represented by that playing
piece.
With each Rule, there can be “Cases” that further explain a rule’s
general concept or basic procedure. Cases might also restrict
the application of a rule by denoting exceptions to it. Cases (and
Subcases) are an extension of a Rule shown in the way that they are
numbered. For example, Rule 4.1 is the first Case of the fourth Rule;
and Rule 4.1.2 is the second Subcase of the first Case of the fourth
Rule.
The Confederate player controls the Confederate (gray) units. The
Union player controls the Union (blue) units. Each military unit’s
setup hex or Game Turn (GT) of entry is listed in the Scenario
Instruction (see 19). Markers are provided to help players remember
certain information during the game.
Important information is in red text.
1
Type Symbol box is that unit’s brigade number; to the left, its Home
State for Confederates or Corps badge for Union; above it you’ll find
its Brigade Commander (top-- in bold) and Division Commander
(bottom). The colored band across the top represents its parent
Corps.
Sample Unit Types
Brigade commander
Division commander
State symbol (color
represents division #)
Combat factor
Color band indicates
corps
The map is divided into hexagons (we call them “hexes” for short),
which define units’ positions just like the squares of a chessboard.
The map also shows important terrain such as fords, farms, towns,
cities, roads, rivers, and so forth.
Brigade number
Movement factor
The six-sided die has nothing to do with the movement of units.
[2.3] Most units are composed of two “steps” or strength levels.
When a unit is at full-strength, it is displayed with its reduced side
up. When a unit is reduced (through combat or entrance into the
game at a reduced level), it is displayed with its lighter shade side
up. Units with their lighter shade side up are referred to as units at
“reduced” strength. When a unit at reduced strength loses a step, it’s
eliminated from play.
Unit type (infantry)
The non-marker playing pieces are hereafter referred to as “units.”
Combat Unit Types
Infantry
Artillery
Cavalry
The Rule of Halves
Whenever a value is halved for any reason, always round fractions
up!
Horse Artillery
Non-Combat Unit Types
[3.0] Setting Up the Game
Headquarters
Commander
Corps Name
[3.1] Unfold the map and place it between the players, with the
Confederate player seated along the west edge and the Union player
seated along the east edge.
[3.2] Punch out the counters and place them in the appropriate set up
hexes on the map or in the appropriate time of arrival sections of the
Corps Badge
Reorganization Value
Reorganization Range
Movement
Marker Type Symbols
Disorganized 1& 2
Turn Record Track as indicated by the Scenario rules (see 19).
[3.3] Since all starting units are setup in specifically designated
hexes, both players may set up simultaneously. The Confederate
Shattered
player moves first.
[3.4] After both players have set up their units, play
proceeds to the first game turn. Place the Game Turn
marker in the appropriate space of the Turn Record Track.
shattered
No Retreat
Breastworks
+1 DRM
Breastworks
After following these steps to set up the game, the players begin the
game and follow the Sequence of Play (below) until the scenario is
completed.
Game Turn
[4.0] Sequence of Play
How the Turns Work: The Confederate player moves first. He must
follow the sequence of activities in the exact order described below.
On completion of the Confederate Turn, the Union player takes his
turn following the identical sequence. Upon the conclusion of the
Union Turn, a complete “game turn” has been completed and the
Game Turn marker is moved to the next box along the Turn Record
Track. The player who is currently taking his turn is referred to as the
“phasing player;” the other player is the “non-phasing player.”
Objective Hex
Divisional Colors
First Division
Red
Second Division White
Third Division
Blue
Fourth Division Green
Corps units
Black
Combat Strength measures a unit’s value in battle as expressed in
Strength Points; higher numbers are stronger.
Movement Allowance determines how far the unit can move
expressed in Movement Points; higher numbers are faster.
Units are either brigades or batteries.
Unit identification is for historical interest. To the right of the Unit
2
1. Disorganized Phase. The Phasing player flips over all “Disorganized 2”
markers on his own units so the “Disorganization 1” side shows upward.
2. Movement Phase. None, some or all of the phasing player’s units
on the map are moved up to their maximum Movement Allowance
(MA), as he desires. Reinforcements scheduled to enter on the turn
in progress may be brought on the map at the prescribed location
and moved. The Non-phasing player may not move any of his units
at this time.
3. Combat Phase. Any and all attacks initiated by the movement
of the phasing player’s units are resolved. The phasing player is the
“attacker” in all of them, no matter the general situation across the
map. The non-phasing player may not initiate attacks at this time,
and is always the “defender,” no matter the general situation across
the map.
4. Reorganization Phase. The phasing player rolls one die for each
of his own units with “Disorganized 1” markers on them in order to
determine if it reorganizes at this time.
expend no more than two of their MF to move into non-road hexes.
To move more than two hexes in a phase, they must utilize strategic
or normal movement on road hexes.
[6.5] Units moving along the Unfinished Railroad may do so at one
MF per hex. However, units may not use Strategic Movement along
those hexes.
[5.0] MOVEMENT
[5.1] In the Movement portion of your own side’s player turns, you
may move as many of your units as you want--some, all or none—
within the following strictures.
[5.2] Units are moved across the hex-grid—from hex to contiguous
hex--in any direction or combination of directions up to the limit of
their MA.
[5.3] Units may move over, and / or stack on top of, other friendly
units. Movement factors may not be transferred from one unit to
[7.0] STACKING
[7.1] Both players may place two units, maximum, of either infantry
or cavalry or one of each of those types, in the same hex (called
stacking). A friendly artillery unit may be added to such two-high
stacks (or to hexes containing lone cavalry or infantry units) to
increase the stacking total to a maximum of three units. Artillery
units may not stack with other artillery units. There can never be
more than one artillery unit in any given hex at any one time.
[7.2] Any number of friendly HQ units may occupy the same hex by
themselves or in combination with any other properly stacked units
(as described in 7.1).
[7.3] Stacking restrictions apply at the end of every friendly
movement phase. During movement any number of units may enter
and pass through any given hexes, as long as only units conforming
to the stacking restrictions given above remain in the hex. Friendly
units found to be in excess of stacking limits at the end of a friendly
movement phase are eliminated (owning player’s choice).
[7.4] Groups: Alternatively, decided on a hex-by-hex and phaseby-phase basis, you may substitute for the stacking strictures given
above a “group” of no more than five infantry or cavalry units whose
combined strength is not greater than five strength points. A group
functions in combat as if it were a single combat unit. Artillery may
never be included in hexes containing infantry or cavalry groups.
There may never be a mixed cavalry and infantry group in the same
hex.
Group counters have been included should players choose to use
them. For example, the Confederate player could substitute Confederate
Infantry Group B (CF 4) for two reduced infantry units whose combined CF
is 4.
another, nor can they be accumulated from turn to turn.
[5.4] Generally, a unit moving its full MA may move a number of
hexes equal to its Movement Factor (MF). For example, a unit with a
MF of six may move a maximum of six hexes, though some hexes will cost
more than one MF due to the terrain in them.
[5.5] Note that units may have their movement curtailed by terrain
(see the Terrain Effects Chart printed on the back of this rulebook),
and by enemy units and their Zones of Control (see 8.0).
[5.6] In regard to terrain costs, a unit eligible to be moved may
always move a minimum of one hex, no matter what the terrain cost
involved. Note, however, that one-hex guarantee doesn’t allow any
unit to enter a hex containing a terrain type prohibited to it.
[5.7] No unit may enter an enemy occupied hex.
[5.8] The Ni River is to be treated as a creek for all game purposes.
[6.0] STRATEGIC MOVEMENT
Procedure
Strategic Movement is a special type of movement that permits a
unit to move farther than would normally be allowed.
General Rule
To be able to make a strategic move, a unit must meet the following
three qualifications at the start of that move.
1. A unit may use strategic movement only by traveling along
contiguous road hexes across hexsides traversed by the road.
2. A unit, while conducting strategic movement, may not enter
any hex within three hexes of any hex occupied by one or more
enemy units of types other than headquarters (this is called the range
of influence). Count from the hex of the moving unit to the hex of the
non-HQ enemy unit(s). Don’t count the moving unit’s hex; do count
the enemy unit’s hex. Don’t count along the possibly convoluted
road-path; count in as straight a path of hexes as possible.
[8.0] ZONES OF CONTROL
[8.1] All units, except HQs, exert a zone of control (ZOC) into the six
hexes adjacent to the hex it occupies.
[8.2] A unit that enters an enemy zone of control (EZOC) must stop
its movement in that hex for that phase. Its movement for that phase is
ended. When a unit enters any hex in an EZOC, combat will result.
[8.3] ZOC don’t extend into river hexes or across river hexsides.
Friendly ZOC don’t in any way inhibit friendly movement.
[8.4] A unit that starts its side’s movement phase in an EZOC may
leave that EZOC, but is thereby considered “disorganized.” A
“Disorganized 2” marker is placed on such a unit to indicate that
status. Such a moving unit may re-enter an EZOC, of the same or
different enemy unit, but would then have to end its move in that
new EZOC hex. A unit that starts its move in a hex in an EZOC may
move from that hex directly into an adjacent EZOC hex, of that same
enemy unit or a different one, but then must stop and may not move
farther that turn. Such EZOC to EZOC units also get “Disorganized
2” markers.
[8.5] A unit that’s used strategic movement during any portion of its
move may not enter any hex containing an EZOC.
3. A unit that’s used strategic movement during any portion of its
move may not that same phase enter any hex immediately adjacent
to an enemy non-HQ unit, even if it isn’t using strategic movement
to do so.
[6.1] Units utilizing strategic movement may move up to four road
hexes for every MF expended. Disorganized and shattered units may
move up to two hexes for every MF expended. Infantry and artillery
could therefore move up to 24 hexes; cavalry could move up to 32,
and headquarters up to 48.
[6.2] A unit may combine normal and strategic movement in order
to allow it to move on both road hexes and non-road hexes in the
same phase, as long as it does not exceed its MA or move adjacent
to an enemy combat unit. It may switch from one type of movement
to the other only once per phase. It may not switch back again that
same phase.
[6.3] An otherwise eligible unit isn’t required to use strategic
movement while moving along road hexes.
[6.4] In any given friendly movement phase, artillery units may
[9.0] Combat
[9.1] In general, a combat unit that enters an
EZOC has thereby initiated combat against one or more of the enemy
units to which it has moved adjacent.
[9.2] The phasing player may move as many of his units into EZOC
as he is able before starting the resolution of any of those attacks.
3
defending units (or groups) in two or more hexes, the defensive
combat strength in each attacked hex are totaled into one combined
strength for odds calculation.
[9.16] When two or more units make a one- direction attack against
one defending unit (or group), the attacking player chooses to attack
with either or both units if in different hexes. If he chooses to attack
with both, the attacking units’ strengths are totaled into one combined
strength for odds calculation.
[9.17] Defensive Field: When two or more units attack a hex
containing at least two combat units (or a group) in a two-direction
attack, and the defending player exercises his option to defend with
two units, the attacking player must attack both units separately. The
defender must indicate which pair of adjacent hexes (or defensive
field) each unit will defend (they may not overlap), and to whom
the friendly artillery in the hex (if any, and if it is not defending by
itself) will apply its combat strength before the attacker indicates his
attacking units. An attacking unit may only attack the defending unit
in whose defensive field it occupies.
The defensive field represents facing, as found in many Civil Warera games.
[9.18] When several units in different hexes attack several enemy
units in different hexes, the attacker has the choice of dividing
combat into more than one attack as long as the following conditions
are met.
1. He must attack the defending units chosen by the defender in
every hex to which he has attacking units adjacent.
2. All attacking units must be adjacent to the units in the hex
they’re attacking.
[9.19] Attacks at odds of less than 1:3 aren’t allowed. In cases where
odds are found to be worse than 1:3, all would-be attacking units
must retreat before combat. Attacks at odds of greater than 5:1 are
treated as 5:1.
[9.3] All hexes occupied by enemy combat units to which the phasing
player has friendly combat units adjacent must be attacked during his
combat phase.
[9.4] Not all friendly combat units adjacent to a hex occupied by
an enemy combat unit or stack need attack, as long as at least one
friendly combat unit does attack into such adjacent enemy occupied
hexes.
[9.5] Not all defending combat units in a hex need to defend, as long
as one combat unit does defend in each hex attacked.
[9.6] No more than one infantry or cavalry unit (or group) of the
attacking player’s choice may attack from one hex during the same
combat phase. Any excess infantry and/or cavalry units in the hex
aren’t allowed to attack. Artillery units may always attack.
[9.7] One-Direction Attacks: No more than one infantry or cavalry
unit (or one group) of the defender’s choice may defend in any one
hex against a one-direction attack. A one-direction attack is defined
as an attack coming from just one hex or two immediately adjacent
hexes. Any excess infantry and/or cavalry units in the hex aren’t
allowed to participate in defense against such attacks.
[9.8] Two-Direction Attacks: Two combat units (or a group of units)
may defend, at the defending player’s option, in one hex against
a two-direction attack. In such cases, however, each defending
unit (or group) must be attacked separately by the attacker. A twodirection attack is an attack coming from two non-adjacent hexes or
from three or more hexes.
[9.9] Artillery in Combat: An artillery unit in a hex may add its
combat strength to the defending unit in the hex or defend on its own.
If more than one unit is defending in the same hex against a twodirection attack, it may add its strength to either defender or split its
strength and apply part to each defense.
Note that there are no range rules in this game. Artillery fire from
adjacent hexes only, just like other combat units.
[9.10] The defender indicates which units in a defending stack are
defending before the attacker indicates which of his particular units
are attacking.
[9.11] HQ & Combat: A headquarters (HQ) unit not stacked with
combat units is never involved in combat. HQ may not enter EZOC
unless that hex is occupied by one or more friendly combat units
at that time. If an enemy combat unit moves adjacent to a friendly
headquarters unit alone in a hex, the player owning that HQ
immediately uses the Headquarters Table for the disposition of
each such HQ unit. If that occurs during the opponent’s movement
phase, the enemy combat units involved may continue their
movement without penalty. Each HQ stacked with friendly combat
units that are involved in either attack or defense must also consult
the Headquarters Table at the end of each combat resolution.
[9.12] Headquarters Table: On a die roll of one, the HQ is
eliminated. On a die roll of two through six, the HQ, if not already
stacked with a combat unit, must move to the closest friendly combat
unit of the opponent’s choice.
[9.13] No unit may attack or defend against any enemy unit to which
it isn’t adjacent.
[9.14] Loaning Combat Strength Points: A defending player
unable to defend a hex with an infantry or cavalry unit (or group)
with a combat strength of five or more may add combat strength
points from another unit of the same type in that same hex in order
to increase the defense strength up to five. Only one unit may loan
combat strength in that way, and only one unit (or group) may receive
such loaned strength points within a hex during any one attack. If the
combat results affect the reinforced unit, they affect the lending unit
equally if it has loaned at least half of its strength, otherwise it is not
affected at all.
[9.15] Multi-Hex Combat: When a unit attacks two or more
[10.0] BATTLE RESOLUTION
[10.1] To resolve each attack, the attacker’s combat strength is
compared to the defender’s combat strength as a ratio (attacker’s
strength first). The ratio is rounded in favor of the defender. For
example, eight factors attacking four factors becomes 2:1 odds; three factors
attacking seven factors becomes 1:3 odds. The odds are cross-indexed
with a die roll on the Combat Results Table (CRT) to get the result
of that one combat. The combat result must be applied immediately.
[10.2] The attacker rolls the die and resolves the battle according
to the result corresponding with that die roll under the proper odds
column of the CRT. Modified die rolls less than ‘0’ are treated as ‘0’
results. Similarly, modified die rolls greater than ‘7’ are treated as
‘7’ results.
[10.3] Combat results are applied as follows:
DR + D1 = One defending unit, of the defender’s choice, loses one
step and all involved defending units retreat.
D1 = One defending unit, of defender’s choice, loses one step.
EX = Exchange = One defending unit and one attacking unit, each
of the owning players’ choice, lose one step each.
C = Contact = No result. All units simply remain in place.
EX + DR = One defending unit and one attacking unit, each of the
controlling players’ choice, lose one step and all involved defending
units retreat.
EX + AR = One defending unit and one attacking unit, each of the
controlling players’ choice, lose one step and all involved attacking
units retreat.
A1 = One attacking unit of the attacker’s choice loses one step.
AR + A1 = One attacking unit of attacker’s choice loses one step
and all involved attacking units retreat.
4
[10.4] Retreats: The owning player always retreats his own units.
All retreats are conducted in the same way. Each retreating unit may
retreat either one or two hexes, at the controlling player’s discretion.
The first hex entered by the retreating unit must be directly opposite
the enemy unit’s hex.
[10.4.1] If a retreating unit is adjacent to more than one enemy unit,
the retreating player may choose which hex to retreat into, as long as
it is directly opposite one of its opponent’s hexes.
[10.4.2] The second hex of a retreat may be in any direction the
controlling player desires. It may not retreat back into the hex from
which it just retreated.
[10.4.3] A unit can never retreat into a hex in an EZOC if there is
another non-EZOC retreat hex available.
[10.4.4] If a unit must retreat into an EZOC because there are no
other hexes that aren’t in EZOC, it must end its retreat at that EZOC
hex and may retreat no farther. No second hex of retreat may be
made into an EZOC hex.
[10.4.5] A unit that retreats onto friendly units may ignore stacking
restrictions. If that stack is attacked in the next combat round or phase,
the retreated-in unit’s strength isn’t counted in defense, though such
units would be subject to the combat result. The controlling player
must conform to stacking restrictions by the end of his next movement
phase or eliminate the over-stacked units (owning player’s choice).
[10.5] Voluntary Retreats: After all attacks have been resolved,
the attacker may choose to retreat any or all of his units that then
remain adjacent to enemy units. Such retreats are called voluntary
retreats, and they’re conducted under the same strictures as given
above. After the attacker has conducted his voluntary retreats, if any,
the defender may choose to voluntarily retreat any or all of his units
then still adjacent to enemy units. Note that a unit may not advance
after combat (see 10.6 below) if the defender’s hex was vacated in
this manner.
[10.6] Advance After Combat: A unit may advance into a hex
vacated by an enemy unit(s) if it qualifies under any one of the
following criteria.
1. It’s adjacent to a hex vacated as a result of combat and it, or
any units stacked with it, participated in an attack that included at
least one of the units in the vacated hex.
2. All advances must be made immediately as they become
available. Any number of units that qualify may advance within
stacking restrictions.
3. A unit may advance one hex into a vacated hex, or to an
unoccupied hex adjacent to the vacated hex, as long as at least one
advancing unit occupies the vacated hex.
[10.7] Combat Rounds: After all battles initiated by the attacker
have been resolved and all retreats and advances conducted, a round
of combat has been completed. If, after a round of combat, there
are no longer any units in EZOC, that combat phase is over and the
phasing player proceeds to his reorganization phase. If, however,
there are still enemy units adjacent to one another, another round
of combat may be conducted by attacker’s choice. There’s no limit
to the number of combat rounds that may occur in a given combat
phase.
[10.7.1] Units that attacked or defended in a previous round of
combat need not attack or defend in the current round. Both players
may choose to attack or defend with units different than those used
in a previous round, based solely on their positions relative to one
another at that time.
[10.7.2] All combat rounds are conducted in the same way, and
all must conform to the rules and qualifications of combat with
one exception: after the first round of combat, the attacker isn’t
required to attack every defending hex to which he has friendly
units adjacent. If he does choose to attack a hex, or hexes, with one
or more attacking units, he must attack every defending hex to which
these attacking units are adjacent.
[10.8] Steps: Each combat unit has two steps. The front side is the
unit at full strength; the reverse side of the counter is the unit at a
reduced strength. A unit at reduced strength may only attack using
the reduced-strength combat factor printed on the reverse side of its
counter.
[10.8.1] A unit that loses a step as a result of combat is flipped over
so its reduced strength side shows upward. A unit that’s already lost
a step is eliminated (permanently removed from play) if it’s forced
to lose another step.
[10.8.2] When losing a step as a result of combat, the owning
player may take it from any of his units (if not in a group), involved
in that battle. Combat results that affect a group of units affects each
unit in the group equally. That is, for example, a combat result of “D1”
would force each unit in a defending group to lose one step, not just one unit
within the group.
[11.0] TERRAIN & OTHER
EFFECTS ON COMBAT
[11.1] A unit that occupies a woods or Unfinished Railroad hex doesn’t
have to retreat if called on to do so by the CRT. The controlling
player may decide to retreat but isn’t required to do so.
[11.2] Units may be retreated off the map if in a position to do so. In
such cases, they must remain off the map at least one complete turn,
and they may return as if they were a reinforcement, either via their
exit hex or via the closest hex not then in an EZOC (owning player’s
choice on a case by case and turn by turn basis). Units may not
retreat off-map via a river hex.
[11.3] Negative Die Roll Modifiers: Combat die rolls can be
modified in the attacker’s favor as follows.
[11.3.1] In any attack, if one or more of the attacking units is on
a higher elevation than all involved defending units, subtract one
from the die roll.
[11.3.2] For each defending unit in a battle that’s disorganized
(level “1” or “2”) or shattered, subtract one from the die roll.
[11.3.3] If one or more HQ units with a reorganization value (see
14.1) of four or more is stacked with an attacking unit, subtract one
from the die roll.
[11.3.4] For every unit attacking from a hex that isn’t within the
defender’s stated two-hex field of defense (see 9.17), subtract one
from the die roll.
[11.3.5] For each defending unit that isn’t alert (see Case 17.0),
subtract one from the die roll.
[11.4] Positive Die Roll Modifiers: Combat die rolls can be modified
in the defender’s favor as follows.
[11.4.1] If one or more defending units is on a higher elevation
than all attacking units, add one to the die roll.
[11.4.2] If one or more HQ units with a reorganization value of
four or more is stacked with a defending unit, add one to the die
roll.
[11.4.3] For each cavalry unit involved in an attack against at
least one infantry unit, add one to the die roll.
[11.4.4] For every attacking unit that’s disorganized, add one to
the die roll.
[11.4.5] If any attacking units are located in a swamp hex, add
one to the die roll.
[11.4.6] If any defending unit is located in a swamp unit, add one
to the die roll.
Swamps are not a good place to be. Whether attacking or defending,
you will be penalized for fighting in a swamp.
[11.4.7] If a defending force is attacked solely through creek or
stream hexsides, add one to the die roll. If one or more attacking
5
[13.3] Reinforcements may not enter in stacks except for HQ, which
may stack freely with any unit. All other units must enter individually,
though they may stack after they leave their hex of entry.
[13.4] When a unit enters the map, it must count the first hex it enters
as part of its move. If more than one unit is to enter along the same
road, they must do so “in column,” so each unit entering moves at
least one hex less than the one preceding it. That is, it’s considered to
have started its move from off the map one hex behind the preceding
unit.
[13.5] Units may enter via road hexes using either normal or strategic
movement, decided on a unit-by-unit basis by the owning player.
[13.6] Units entering via the same hex during the same phase may do
so in any order determined by the controlling player.
[13.7] Units scheduled to enter via a road hex that’s enemy occupied
or in an EZOC may not enter at that hex. In that case, for the loss
of one MF, they may enter up to two hexes away from their blocked
entry hex. Such units may expend any number of MF in order to
move a desired distance away from their blocked entry hex, as long
as at least one MF remains unspent to actually enter an edge hex. For
example, three MF expended would allow a blocked unit to enter the board
up to six hexes from the designated entry hex. If more than one unit uses
this variable entry option and they enter at the same hex, they must
enter in column as described in 13.4.
[13.8] The variable entry option given above is voluntary, and a
reinforcement may utilize it even if its listed entry hex isn’t blocked
by enemy units.
[13.9] Reinforcements don’t have to enter on the turn indicated, but
may delay arrival for as long as desired by the controlling player.
They may not change their entry hex, however, except by using the
variable entry option of 13.7.
units are on the same side of the creek/stream as the defending force,
this modifier is cancelled. Note that combat is not allowed across
river hexsides.
[11.4.8] If a force is defending in an Unfinished Railroad hex, add
one to the die roll. If one or more attacking units are in Unfinished
Railroad hexes, this modifier is cancelled.
[11.5] All Union cavalry (including horse artillery) have their strength
doubled when defending.
[11.6] A disorganized unit that loans part of its strength to another
unit also loans its disorganization to that unit.
[12.0] SHATTERED &
DISORGANIZED UNITS
[12.1] Combat units that exit an EZOC--whether involuntarily as
a result of combat, voluntarily during the voluntary retreat step, or
during their movement phase--are thereby disorganized. All units
that become disorganized must have a “Disorganized 2” marked
placed on them to indicate their status.
[12.2] At the start of each of his disorganization phases, the phasing
player flips over every “Disorganized 2” marker then on his own
units so their “Disorganized 1” sides show upward.
[12.3] During each of his own reorganization phases, the phasing
player rolls a die for each of his units with a “Disorganized 1”
marker on it and that isn’t adjacent to an enemy combat unit. A
roll of one or two means a rolled-for unit has reorganized, and the
marker is removed. A roll of three through six means the unit is still
disorganized. Headquarters may affect the die roll (see 14.0).
[12.4] An attacking or defending unit that loses a step in combat is
shattered. The effects of shattering don’t set in until the end of the
combat phase (not round) in which the step is lost. At the end of the
combat phase, a “Shattered” marker is placed under each unit that
lost a step any time during that phase.
[12.5] Effects of Being Shattered or Disorganized: The two levels
of disorganization affect combat units in the same way. The two
levels have been distinguished from each other only as a convenient
means of regulating the time for reorganization. Shattered and
disorganization affect combat and strategic movement as follows:
1. For every attacking unit that’s disorganized in a battle, add
one to the combat die roll.
2. For every defending unit that’s disorganized in a battle,
subtract one from the die roll.
3. A disorganized cavalry or infantry unit may use strategic
movement, but moves only two hexes per MF expended.
4. A shattered unit may not attack, nor may it enter EZOC. It
may defend, but only using its reduced combat strength. When/if
it loses its shattered status—which occurs automatically during
the single “Night” game turn; see section 16.0-- it may attack the
following day, but only using its reduced combat strength.
5. A shattered unit surrounded by EZOC and/or enemy units at
the start of its own side’s movement phase surrenders at that time.
Remove such units from the board as if they were eliminated. If an
HQ is present, roll on the HQ Table.
Theoretically, such a unit could move as in 8.4. However, rule 8.2
forces the unit to then attack while 12.5(4) above prohibits a shattered
unit from attacking. Hence, the unit surrenders. Historically, the
128th PA regiment (Knipe’s brigade, I/XII) surrendered after being
surrounded near Dowdall’s Tavern.
[14.0] HEADQUARTERS
[14.1] Headquarters (HQ) have a special function in aiding the
reorganization of disorganized units and in modifying the combat die
result. On the top right of each headquarters counter is a number called
its reorganization value. That number represents the maximum die
roll a player needs to roll during his reorganization phases in order to
reorganize disorganized units with the aid of that HQ.
[14.2] Union corps HQ may apply their reorganization value to all
units in their corps within three hexes of their location. This is called
the reorganization range and is printed on the right center of each
HQ as a reminder.
[14.3] Union army HQ may apply their reorganization value to all
units in their army within three hexes of their location.
[14.4] Confederate corps HQ may apply their reorganization value to
all units in their corps within five hexes of their location.
[14.5] Confederate army HQ may apply their reorganization value to
all units in their army within five hexes of their location.
[14.6] There’s no priority as to which HQ to use if more than one
qualifies to aid in reorganizing the same unit. The controlling
player may choose any one of the qualifying headquarters to aid
in reorganization for which it’s eligible. Only one reorganization
attempt may be made per unit per friendly reorganization phase.
[14.7] Those HQ with reorganization values of four or more may
modify the combat die roll by one in their own side’s favor in any
battle in which they’re stacked with either an attacker or defender.
[15.0] HOOKER
[13.0] ORDERS OF BATTLE
[13.1] Each player’s order of battle and appearance is presented in
Section 19.0.
[13.2] Units designated to arrive in play during the turn in progress
may enter via the entry hex listed at any time during the owning
player’s movement phase.
6
[15.1] The Hooker HQ may not move unless a Union corps
commander is killed in battle. In such cases, Hooker may move so
as to use his reorganization value to reorganize disorganized units
without a commander. Exception: see 15.4.
[15.2] The Roof Caves In: Starting with Game Turn 6 (May 3, 5am)
and lasting for the rest of the game, if, at any time during the Union
influence is reduced from three hexes to one hex during the night turn.
player’s turn, Hooker is within three hexes of an enemy artillery
unit, the Union player rolls a 2d6. On a die roll of 2-3, Hooker is
incapacitated by a Confederate cannonball. For each turn after
turn 6 that an enemy artillery unit is still in range, add 1 to the
successful die roll range. For example, assume that a roll is required on
turn 6 and fails (2-3). If a roll is then required on turn 7 it would succeed in
incapacitating Hooker on a 2-4 instead of just 2-3. Assume that on turn 8 no
roll is necessary but it is on turn 9. That roll would succeed on a 2-5. Players
should keep track of the current successful DR range on a piece of
paper. For example, if this is the first turn that an enemy artillery unit is
three hexes (or less) from Hooker, the success range is 2-3. Finally, if
the enemy battery is two hexes away, subtract 1 from the actual die
roll; if one hex away, that is they are adjacent, subtract 2 from the
die roll. If the initial die roll fails, so long as Hooker remains within
three hexes of an enemy battery, continue to roll for incapacitation at
the beginning of each Union player turn.
Hooker cannot be killed, only incapacitated. Sorry folks, but you’re
stuck with him. If Hooker is adjacent to an enemy combat unit
during the Confederate player’s turn (staring with turn 6), roll for
incapacitation immediately. Then, regardless of the roll’s outcome,
move Hooker to the closest friendly combat unit of the opponent’s
choice.
[17.0] SURPRISE
[17.1] No Union unit may move during the May 2, 5pm game
turn. Effectively, the Confederate player has two consecutive turns
(5pm and 6pm). Beginning with the May 2, 6pm turn, only alerted
Union units may move. A unit that’s attacked does become alert by
that attack. This method of becoming alerted, however, does not
pertain to the entire corps but only the individually attacked unit.
Player’s Note: This is different from Shiloh: Bloody April, 1862,
where attacked units did not become alert.
[17.2] Only the following units are alert at the beginning of the May 2,
6pm turn: All units of Howard’s XI Corps, except Barlow’s brigade.
Note, however, that Reynolds’ units have restricted movement (see
19.2).
The Union Army at Chancellorsville was caught completely by
surprise by Jackson’s flank attack. One source, Chancellorsville
1863: Jackson’s Lightning Strike by Carl Smith, stated “it was
suppertime in the Union camp. Some troops were relaxing on their
bedrolls, their muskets stacked … when the howl of the rebel yell
came from out of the sunset behind them.” (p. 52)
[17.3] Beginning with the start of May 2, 7pm turn, use the following
procedure to determine if the remaining Union corps are alerted
or not. Once alerted, all Union units subordinate to that corps are
considered alert then and for the rest of the game. Note that Barlow’s
brigade of Howard’s corps automatically becomes alert on the May
2, 7pm turn.
1. The Union player must roll a die for each of his corps HQ
(except Howard and Reynolds) to determine if they are alerted or
not.
2. Determine which unit of the Union corps is closest to a unit of
Jackson’s corps. Count the hex the enemy unit is in but not the hex
the friendly unit is in.
3. If there are more than six hexes between the two units the
corps may not become alert; if they are six hexes apart, the corps
becomes alert on a die roll of one; five hexes is one or two; four
hexes is one through three; three hexes is one through four; two
hexes is one through five; if the units are one hex away the corps
automatically becomes alert.
[17.4] For every defending unit in a battle that isn’t alert, subtract
one from the die roll. Note that all Confederate units are always alert.
Alert rules pertain to the entire game.
Player’s Note: This is different from Shiloh: Bloody April, 1862,
where alert rules did not pertain to the second day of the battle.
[15.3] Effects: If Hooker becomes incapacitated, the Union
command is paralyzed. When the Union command is paralyzed, it
remains so until Hooker announces a withdrawal or the scenario
ends, whichever happens first. While paralyzed, the units of only
one Union corps may move and attack per turn. The Union player
always chooses which corps to activate for the turn. However, only
an alert corps may be activated. If non-activated units are adjacent
to enemy units they must attack as per 9.1. However, because of
the “disorganized” state of the Union command, all non-activated
attacking units suffer a +1 to the die roll in addition to any other
modifiers.
[15.4] Union Withdrawal: Before any turn after Hooker has become
incapacitated, the Union player may announce a withdrawal. From
that point on, all Union corps are alert and activated for movement.
However, once a withdrawal is announced, Union units may not enter
an EZOC for the remainder of the game. Furthermore, Union units
must begin moving in the direction of US Ford. Hooker may move in
conjunction with a withdrawal. This is an exception to 15.1.
At 9:15am on May 3, Hooker was leaning against a column of the
Chancellor House when a Confederate cannonball hit the house
and caused the roof to cave in. Hooker was knocked to the ground,
senseless and badly injured. However, Union doctors refused to
declare him incapacitated and he retained command. From this time
on, no one seemed to be in command and all Union decisions were
defensive and “stop-gap” in nature. Finally, around 10am, Hooker
ordered a withdrawal.
[18.0] HOW TO WIN
Aside from a rearguard action to cover the retreat, the battle of
Chancellorsville was over.
[16.0] NIGHT
[16.1] The length of time covered by the game includes a night turn
(9pm-4am).
[16.2] During the night turn, combat isn’t allowed, nor may units
enter EZOC. A unit that starts the night turn in an EZOC may remain
there during the night turn without attacking. It may retreat out of the
EZOC, but may not do so if it would mean entering another EZOC.
[16.3] At the start of the night turn, both players, before starting any
other activities, remove all disorganized and shattered markers from
all units on the map.
[16.4] Only strategic movement may be utilized during the night
turn, except as described above in 16.2. All combat units’ range of
7
[18.1] Both players continue alternating their player turns and
marking time on the Turn Record Track until the last game turn of
the scenario being played has been finished, or one player gives up,
whichever comes first.
[18.2] Each player gains a certain number of Victory Points (VP) for
accomplishing the following objectives. Both players should openly
keep a running total of their own VP on a piece of paper off to the
side of the map.
Victory Points Awards Table
UnionConf. Objective
3
3
Each eliminated opposing infantry or artillery
unit
6
6
Each eliminated opposing cavalry unit
1
1
Each opposing infantry or artillery unit at
reduced strength at the end of the game
2
2
Each opposing cavalry unit at reduced strength
at the end of the game
10
20
Occupation of the Chancellor House
--
10
Occupation of US Ford
--
5
Occupation of Ely’s Ford
--
5
Occupation of the Ely’s Ford Road intersection
(2513)
--
5
Occupation of the Wilderness Church
intersection (2923)
--
5
Occupation of Hazel Grove
5
5
Occupation of the Mountain Road intersection
(2401)
1
-- For each Union combat unit on or south-east of
the Furnace Road (from 5124 to 4924 to 3709)
--
*
Each eliminated Union headquarters.
25
-- If Lee is eliminated
15
-- If Jackson is eliminated
10
-- If Stuart is eliminated
Ward 4017
Hayman 4216
Clark’s Battery 3217
Second Division (Berry)
Carr 3010
Revere 2911
Mott 1205
Osborn’s Battery 2912
Third Division (Whipple)
Franklin 3916
Bowman 3216
Berdan 4215
Puttkammer’s Battery 3317
Fifth Corps, Maj. Gen. George Meade HQ 2106
First Division (Griffin)
Barnes 2205
McQuade 2105
Stockton 2106
Martin’s Battery 1806
Second Division (Sykes)
Ayres 2510
Burbank 2207
O’Rorke 2308
Weed’s Battery 2207
Third Division (Humphreys)
Tyler 2004
Allabach 1704
Eleventh Corps, Maj. Gen. Oliver Howard HQ 2921
XI Corps Reserve Artillery 2819
First Division (Devens)
Gilsa 2726
McLean 2824
Dieckmann’s Battery 2925
Second Division (von Steinwehr)
Buschbeck 3121
Barlow 4320
Wiedrich’s Battery 3121
Third Division (Schurz)
Schimmelfennig 2924
Krzyzanowski 2522
Dilger’s Battery 2922
* Reorganization Value
[18.3] Control is defined as physically occupying or being the last
to occupy the objective hex with a friendly infantry unit at the time
of victory determination. The infantry unit doesn’t have to be at full
strength or organized to qualify.
[18.4] The scenario instructions list the objectives controlled by each
player at the start of play. A marker of the controlling side should
be placed on all objective hexes and changed as needed throughout
play.
[18.5] At the end of the last daylight turn of May 2, a victory check is
made. Both players should then check their VP totals for controlling
objective hexes and eliminated units (but not for reduced enemy
units).
[18.6] If one player has a 2:1 or higher ratio in VP than his opponent,
he wins the game at that time. If neither player wins an immediate
victory, play continues. A second victory check is made after the last
turn of May 3. If, by the end of that turn, neither player has won
as described above in 18.5, the player with the most VP (including
those for reduced enemy units) wins.
[19.0] SCENARIOS
[19.1] Jackson’s Flank Attack, May 2-3,
1863
First Turn: 5pm May 2
Last Turn: 11am May 3
Game Length: 12 turns
Special Rules: The Union player controls all objective hexes except
the Mountain Road intersection (2401).
Twelfth Corps, Maj. Gen. Henry Slocum HQ 3315
First Division (Williams)
Knipe 3716
Ross 3715
Ruger 3614
Fitzhugh’s Battery 3113
Second Division (Geary)
Candy 3210
Kane 3411
Greene 3313
Knapp’s Battery 3111
Union Set Up
Army of the Potomac, Maj. Gen. Joseph Hooker, Commanding
3011
Second Corps, Maj. Gen. Darius Couch HQ 2712
First Division (Hancock)
Caldwell 3009
Meagher 0906
Zook 2210
Brooke 2809
Pettit’s Battery 3110
Third Division (French)
Carroll 2610
Hays 2812
Ames’ Battery 2612
Third Corps, Maj. Gen Daniel Sickles HQ 4118
First Division (Birney)
Graham 4318
Cavalry Corps, Brig. Gen. George Stoneman HQ 3417
First Division (Pleasonton)
Martin’s Horse Battery 3417
Second Division (Averell)
Sargent 3417
Reinforcements
6pm May 2
8
[19.2] Confederate I Corps Restrictions: The units under Lee’s I
Corps (not Jackson) cannot enter an EZOC on May 2, although they
may move. This restriction is lifted on a unit by unit basis if a unit
is attacked by the Union player. Beginning on the May 3, 5am turn
(turn 6), these restrictions are lifted and all of Lee’s units may move
normally.
[19.3] Union I Corps Restrictions: The units of Reynolds’ I Corps
are prohibited from moving closer than seven hexes to an enemy
unit. Beginning on the May 3, 5am turn (turn 6), if the Confederate
player moves a unit within six hexes of a Union I Corps unit, roll
for Reynolds’ alert status as you would normally. Furthermore, until
they become alert these units may not use strategic movement. Once
the corps is alerted, these restrictions are lifted for the duration of the
game. Note, however, that the earliest I Corps may be alerted is the
May 3, 5am turn (turn 6).
Hooker’s orders to Reynolds were so vague that Reynolds did not
know exactly what he was expected to do. Therefore, he was very
hesitant to do anything.
[19.4] US Ford: With one exception, the ford hexes on the map exist
solely for historical purposes. That exception is US Ford. However,
only the Union player may use the ford AND, specifically, only the
three I Corps 6pm reinforcements may use it.
[19.4.1] These three units enter the map on the 6pm turn at hex
1101 and proceed to 1102. There they must stop. On the following
turn, they may cross the ford and stop in hex 1103. Crossing the ford
requires the expenditure of the unit’s entire MA. Finally, on the 8pm
turn, the units may move normally. Note, however, the restriction of
19.2.
[19.5] Union Night Reinforcements: Because the Night turn
represents seven hours of real time, the Union Night reinforcements
are not restricted by the ford rules of 19.4. On the Night turn, place
the stack (even though the artillery will be overstacked) on hex
1103. The units must remain on the roads (satisfying 16.4), but they
may only move at one MF per hex (satisfying 19.3). Note that the
Union player must move at least one of the artillery units to avoid
the penalties of 7.3.
First Corps, Maj. Gen. John Reynolds, Commanding
Second Division (Robinson)
Root 1101
Ransom’s Battery 1101
Third Division (Doubleday)
Rowley 1101
Night May 2-3
First Division (Wadsworth)
Phelps 1103
Reynolds’ Battery 1103
AoP Reserve Artillery 1103
First Corps, Maj. Gen. John Reynolds HQ 1103
Confederate Set Up
General Robert E. Lee, Commanding
Army of Northern Virginia 4006
I Corps (Lee commanding)
I Corps Reserve Artillery A 3911, B 4717
McLaws’ Division
Wofford 3405
Semmes 3606
Kershaw 3708
Cabell’s Battery 3606
Anderson’s Division
Wright 3913
Mahone 3711
Posey 4113
Perry 3206
Hardaway’s Battery 3811
II Corps, Maj. Gen. Thomas “Stonewall” Jackson HQ 2428
II Corps Reserve Artillery 3228
AP Hill’s Division
Heth 2128
Thomas 4516
Lane 2427
McGowan 2527
Archer 4919
Pender 2228
Walker’s Battery 2428
Rodes’ Division
O’Neal 2228
Colquitt 2729
Ramseur 2729
Doles 2529
Iverson 2028
Carter’s Battery 2427
Colston’s Division
Paxton 3228
Jones 2129
Warren 2329
Nicholls 2028
Jones’ Battery 2329
[20.0] OPTIONAL RULES
[20.1] Union Breastworks: Breastworks are said to exist in the
following hexes: 2811, 2911, 3010, 2912, 3011, 3111, 2913, 3012,
2914, 3013, 3113, and 3114. Place a Breastworks marker on these
hexes. If a Union unit is defending in any of those hexes, add one
to the die roll. Union defenders in a breastworks hex do not have to
retreat. If a Confederate unit enters a breastworks hex, it is destroyed
and the marker is removed.
DEDICATION
This game is dedicated to my nephew, Zachary Koenig. May some
day his love of history be as strong as his love of baseball.
Cavalry Corps, Maj. Gen. JEB Stuart HQ 2527
Hampton’s Division
F. Lee 2401
Beckham’s Horse Battery 2527
Reinforcements
The Confederate player does not receive any reinforcements during
this scenario.
9
Game Credits
Game System Design: Paul Koenig
Game System Development: Paul Koenig
Map Graphics: Tim Allen and Stephen Oliver
Counters: Paul Koenig and Stephen Oliver
Proofreading: Bob Ryan
Playtesting: Rick Barber, Justin Farmer, Kim Meints, Stephen
Oliver, Eric Reiser, Bob Ryan, Richard Allen Seibert II, Mike
Serrat, & Ray Valentino
Production: Victory Point Press
Special Thanks: To Gregory Blanchett for helping me tirelessly
with HexDraw and Stephen Oliver for his inspirational counters
and awesome map!
Chancellorsville because of the low combat value of those units.
Again, however, this would be a mistake as it stretches Lee’s forces
to the breaking point and places an unwarranted focus on the capture
of Chancellorsville.
DESIGNER’S NOTES
The Chancellorsville Campaign ostensibly lasted from April 30 to
May 5, 1863. In terms of geography, it was the largest battle of the
Civil War. It is also the most studied.
The best strategy is actually the historical one employed by Lee:
a strike north-west at Fairview Knoll. The real question, though, is
how early to strike that blow. A simultaneous assault with Jackson
and Lee on May 2 is no longer an option with the addition of the Lee
rule that keeps him on the defensive until May 3. However, a strike at
5am on May 3 with Jackson can be devastating to the Union player.
Keep in mind, though, an early “alert” by Sickles can place Lee in
a very precarious position. It takes nerves of steel to use Lee as the
anvil to Jackson’s hammer. But the result could be ultimate victory
if you have what it takes.
Chancellorsville: Bloody May, 1863 was actually a pretty easy game
to design. The system is tried and true, having been successfully
used to represent Gettysburg and Shiloh. The only difficult part of
the process was in dealing with Hooker.
Upon assuming command of the Army of the Potomac, Hooker
immediately set about reorganizing his command staff. Thus, at the
time of Chancellorsville, many commanders were inexperienced at
the level they found themselves commanding. More importantly,
they were unfamiliar with Hooker (or simply didn’t trust him). This
led to confusion or downright lethargy on the part of the army’s
corps commanders.
Speaking of Jackson, his assault drives the game. It is tempting to
slam into Krzyzanowski’s brigade because it is isolated from the rest
of Howard’s corps. The problem, however, is that such an assault
drives Jackson’s attack too far north and the objective ends up being
Chancellorsville. This, then, opens up Couch and, more importantly,
Meade to early activation. The consequences of this can be severe to
say the least.
Reynolds’ actions in particular needed to be simulated. His orders
were vague, which caused him to move about left and right without
contributing to the battle. My original rules allowed him to close with
the enemy at normal marching speed, without the use of strategic
movement. The problem was that he inevitably arrived around 8am
to retake Ely’s Ford and harass Jackson’s left flank. Since this didn’t
happen in real life, a change was in order. The adopted rules leave
Reynolds at arms length, chomping at the bit to get into the fight but
(usually) never really doing so.
The best option for Jackson is to attack straight up the Orange Plank
Road, just like he did historically. The ultimate objective should be
Hazel Grove. If Lee succeeds in capturing Fairview Knoll and then
pushes his attack west, the Union forces in the Hazel Grove area
will be caught in a vice. It is entirely possible to split the Army of
the Potomac in two. If this happens the Union player should throw
in the towel.
As for Hooker, I had envisioned some Hooker rules that would
model his ineptness at commanding an army. They would be based
upon my McClellan rules from Antietam, which is (now) volume 5
in the series. However, it became easier to model Hooker by using
rules already in place, notably the alert rules from Shiloh. This
worked very well at simulating the Union response to Jackson’s
attack. In most of the playtest games the Union corps alerted in
the following order: Howard, Sickles, Stoneman, Slocum, Couch.
Meade and Reynolds are (usually) left out of the fight, acting as they
did historically as reserves (that Hooker never used). However, if
the Confederate player wishes to try a “what if” strategy by heading
to US Ford and thereby cutting off Hooker’s communications, that
option is available to him. For this reason the Union player has these
units in his order of battle.
Finally, a word on Jackson’s rearguard. It is tempting to either send
these units along Brock Road to serve as Jackson’s reinforcements,
or to slam into Sickle’s exposed right flank. Both moves are ill
advised. Attacking Graham in the Unfinished Railroad yields two
DRMs to the defenders. And if the Rebels stay there they will alert
all of Sickle’s corps. Playtesting has proven time and again that the
best Rebel move is to back off to reduce Sickles’ alert die roll. The
units should slide east to provide flank protection for Lee against a
possible Union counter-attack east of the Welford Farm.
Strategy for the Union player is more cut and dried. You must react
to your opponent. Your best hope is that Sickles is alerted on turn 3.
You can then strike at Lee’s thin line or wheel north to block Jackson.
The longer it takes for Sickles to alert, the worse are your chances
for victory. If Jackson is near Hazel Grove and threatening the northsouth road hexes of 3317, 3417, and 3517, Sickles will be in dire
straits to prevent his troops from being cut off from the rest of the
army.
Unfortunately, I was unable to include enough map space to allow
for the smaller scenarios of Zion and Salem Church. However, it is
possible to play just the four turns of May 2 if players want a shorter
game.
The scale of the map is about 300 yards per hex. Turns are one hour
of real time, except the Night turn, which is seven. Note that the
Night turn lasts from 9pm-4am, which is a slight change from Shiloh.
This is because Jackson’s attack lasted until 9pm. It was a bright
moonlight night that allowed for combat until that time.
Another decision involves Sickles’ men near the Chancellor House.
If all of these troops pull out to save Howard, Hooker will be in deep
trouble holding back Lee and his incapacitation could be the result. It
is better to use at least some of these forces against Lee near Fairview
Knoll than to send them to Howard.
Strategy Tips
The biggest decision that the Confederate player must make is what
to do with the I Corps. It is tempting to leave it on the defensive
because of its relative size to the adjacent enemy. This, however,
would be a mistake.
It is also tempting to slam into Hancock’s division east of
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to CRT). If a D1 unit exits an EZOC, it becomes D2.
BIBLIOGRAPHY
Alexander, Bevin. Lost Victories: The Military Genius of Stonewall
Jackson. Holt, NY 1992.
Q: Do HQs suffer disorganization when moving into an
EZOC?
A: No. HQs never suffer disorganization. It is important
to note that units do not become disorganized for
entering an EZOC. Units only become disorganized
for EXITING an EZOC. Movement from one ZOC
to another, as per 8.4, causes disorganization, but not
because the unit is entering a ZOC. Rather, because it is
LEAVING.
Farwell, Byron. Stonewall: A Biography of General Thomas J.
Jackson. W. W. Norton and Co., NY 1993.
Hebert, Walter H. Fighting Joe Hooker. University of Nebraska
Press, Lincoln 1999
McKenzie, John D. Uncertain Glory: Lee’s Generalship Re-Examined.
Hippocrene Books, NY 1996.
McPherson, James M. Battle Cry of Freedom: The Civil War Era.
Oxford University Press, NY 1988.
Q: 10.9 case 3: This rule is unclear. Does it mean you
can advance one hex beyond the combat hex, as long as
at least one unit stays in the combat hex, or does it just
mean you can move one hex in advance, but this hex can
be either the vacated hex or one of its adjacent hexes?
A: If just one unit attacked, it can only advance into the
vacated (defender’s) hex (where the battle took place). If
the successful attack contained more than one unit, one
unit could advance into the vacated defender’s hex and
the other unit could advance into a hex adjacent to the
vacated hex.
For example, a Union infantry unit defends 2623
from an attack against Confederate infantry units located
at 2523 and 2524. The result is DR + D1. The Union
takes a step loss and retreats.
If the Union unit retreats into 2723 or 2724 (both are
“opposite” attackers and thus satisfies 10.5) it will be
subject to a second round of combat because the Rebels
can advance one unit into the vacated hex and another
into either 2622 or 2624, depending upon exactly where
the Union unit went. Thus, to avoid a second round, the
Union unit should retreat into 2822, 2823 or 2824.
Sears, Stephen W. Chancellorsville. Houghton Mifflin, NY 1996.
Smith, Carl. Chancellorsville 1863: Jackson’s Lightning Strike.
Osprey Campaign Series #55, Osprey Publishing
1998.
CHANCELLORSVILLE:
Bloody May, 1863 Q&A
The following Frequently Asked Questions
was adapted from similar Q&A asked after the
publication of SHILOH in 2010.
Q: A unit that retreats or moves out of a ZOC by combat
or movement gets a Disorganized Two? Can it be both
Disorganized and Shattered? Is that correct?
A: Yes, units can be shattered and disorganized at the
same time. If a unit takes a step loss it flips immediately
but the shattered marker isn’t placed until the combat
phase is over (not just the round). If it retreats (or
moves from ZOC to ZOC) it immediately becomes
disorganized.
The combat DRMs are cumulative in the sense that
each unit that is EITHER shattered OR disorganized
adds or subtracts from the die roll. If a single unit is
BOTH shattered and disorganized there is only one
DRM.
Q: Regarding rule 10.5: What if the unit can’t retreat
opposite an attacker? (i.e., it’s being attacked by two
units from opposite sides, for example from the north
and the south).
A: If the defender is attacked from opposite hexes and
had to retreat, it could go to any of the four vacant hexes
and stop. It must retreat opposite a defender IF IT CAN.
Q; What are the “A” & “C” counters for?
A: They are “Group” counters. When a player creates
a group he may substitute the two counters for an
appropriate Group counter.
Q: Regarding Rule 9.14 (withholding defending units
from combat): If a defender suffers a combat result
(particularly a retreat), what happens to other units in the
defender’s hex that were withheld from battle per 9.14?
A: In a one-direction attack, only the actual defending
unit suffers the adverse result. If a group is defending,
the entire group is affected. If a unit loans CF to a
Q: If a unit with a disorganized “1” counter moves into a
EZOC does its counter flip back to 2?
A: A unit does not become disorganized for “entering” a
ZOC, but rather for leaving (whether voluntarily or due
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defender, both are affected IF the lending unit loaned at
least half of its strength. Otherwise, it is not affected.
Q: Can you give some examples of the “defensive
field” modifier?
A: Examples of the two-direction attack “defensive
field” modifier:
1. Place Rowley at 2721. Place Archer of the
Confederate II Corps at 2621; Walker’s battery at
2722; and McGowen of the II Corps at 2821. This
attack would be a two-direction attack because the
attackers are in three hexes. The defender would choose
his defensive field (either 2621 and 2722 or 2722 and
2821). Regardless of what he chooses, the attacker will
receive a -1 DRM for the two-direction attack. Since
2621 and 2721 are the same elevation, there is no DRM
for that. The odds, therefore, would be 2-1 with a -1 to
the die roll.
game than GB77 because of the terrain effects rules
(GB77 didn’t have any!). If the defender is supposed to
retreat (and wants to) but occupies a woods hex, he can
wait until the end of the round to do so voluntarily. If
you retreat at the moment of combat, the attacker may
advance after combat. However, if you wait to do it
voluntarily at the end of the round, the attacker may not
advance.
Q: If an infantry unit is stacked with an artillery unit
defending against a two direction attack are there four
possible options for defense: the infantry defends alone;
the artillery defends alone; both defend together as a
combined strength; each unit defends separately against
two attacks?
A: Yes, this is correct.
Q: Two infantry units are stacked in a hex. The hex is
attacked from two hexes that are adjacent to each other.
Can the defender defend with two units through clever
positioning of the two-hex defense field, or must he
choose only one unit to defend with?
A: In a one-directional attack, the defender can ONLY
defend with one unit (plus an arty if present). These
rules simulate facing without having to resort to
complicated facing rules. The other unit in the hex is
facing the other direction and is not actually attacked.
2. Now, move the arty to 2821. The defender would
choose that hex to be in his field, so even though there
are three attackers, there is only one DRM.
3. Now, move the arty to 2720. No matter what two
hexes the defender chooses as his defensive field, there
will be two attackers outside of it. Therefore, there is a
-2 DRM.
4. Now, move the arty back to 2722 and place Reynolds’
battery on top of Rowley. First, the defender must
choose if he is going to defend as a single CF (he can
because one unit is an arty; if they were both infantry
he could choose whether to defend with both units--in
separate battles--or just one and the other plays no
part), or as two. If they defend as one, the odds would
be 1-1 with a -1 DRM.
Q: If a surrounded shattered unit is stacked with a nonshattered unit, does that shattered unit surrender?
A: Yes.
Q: Does the presence of a friendly unit adjacent to a hex
containing a friendly surrounded shattered unit cancel
the EZOC there? (variations: if that unit is shattered? If
at least some of those units are not shattered?)
A: No. The presence of other friendly units/ZOCs
has no effect. If a shattered unit is “surrounded” as
described, it surrenders. Period.
5. Assume they defend as two. If the arty’s field is
defined as 2621 and 2722, the attacker must attack that
unit with the arty and Archer and get 1-1 odds and no
DRM. Rowley’s field would have to be 2820 and 2821,
so his odds would be 1-1 with a +1 DRM for elevation.
Q: Regarding the surrender of a surrounded shattered
unit, does the unit’s own hex need to be in an EZOC?
A: Yes, hence the word “immediately” in the rules.
6. If the arty’s field was 2620 and 2621, the attacker
would attack with Archer for 3-4 and no modifiers.
Rowley’s field would be 2722 and 2821, giving
McGowen and the arty a 3-2 with a +1 DRM.
Q: Why do many counters have different names on their
reverse sides?
A: Call it a “Prophecy of Doom.” Those commanders
who were killed or otherwise replaced during the battle
have the names of their replacements on their reverse
sides.
Q: Can voluntary retreats be conducted after each round
of combat or only at the end of the Combat Phase?
A: Yes, after each round. CBM is more of a defensive
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