Example 1—Rebel Yell
Advance to contact.
Two Confederate infantry bases, C1 and C2, advance to contact with two Union infantry bases, U1 and U2. The Confederates are supported by a base of cavalry C3, the Union by a Field artillery base U3. All units are on the flat and in the open. Both the Confed-erate infantry units have a Skirmish Capability of SK1, both of the Union infantry units are SK2.
In the initial advance to Contact, the Confederate player decides to Support C2 with the cavalry, leaving C1 to fend for itself.
C1 throws 3 on the dice, +1 for attacking, +1 for SK value of 1 = +5.
U1 throws 3 on the dice, +2 for SK value of 2 = +5
The scores being equal, there is no effect and both units remain in position and go to ground.
C2 throws 4, +1 for support from the cavalry, +1 attacking, +1 for SK value of 1 = +7.
U2 throws 1, +1 for artillery support, +1 for the Supporting Field artillery, +2 for SK value of 2 =+5.
The Confederate Base wins by 2, the Union infantry recoils 1BW. C2 tests to follow up the now recoiling U2, but throws a 4, so stop to get their breath back.
Defender responds.
Only U1 is now in contact, with C1. A new round of combat is fought here.
U1 throws 1, +1 Attacking, +2 for SK value of 2 = +4
C1 throws 5, +1 for Infantry Support (C2), +1 for SK value of 1 = +7
This is 3 points difference; the Confederate base wins by 3, the Union infantry recoils 1BW. C1 tests to Follow Up the now Recoil-ing U1, but ends up with a 3, so also stop to get their breath back.
Outcome phase.
The Confederates have forced two Union units to recoil = 2 points.
Both sides throw the same score on a D6, so the difference remains at 2.
The Union force falls back 2 x 1BW. If the retreat had been 3 or more BWs, they would also have been tired.
Both sides will remain in their present positions for one full game turn to re-order their ranks, distribute ammunition, make scribbled notes for future memoirs, etc.
Combat Example
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Polemos ACW—Crisis of AllegianceExample 2 — Union Hurrah!
Advance to contact.
Two Confederate infantry bases, C1 and C2, advance to Contact with two Union Infantry bases, U1 (Veteran) and U2. The Confederates are supported by a base of cavalry C3, the Union by a Field artillery base U3. All units are on the flat and in the open. Confederate infantry has a Skirmish Capability of 1 the Union 2.
In the initial advance to Contact, the Confederate player decides to support C2 with the cavalry, leaving C1 to fend for itself, U1 is also on its own.
C1 throws 1 on the dice, +1 for attacking, +1 for SK value of 1 = +3.
U1 throws 5 on the dice, +1 for Veteran, +2 for SK value of 2 = +8
The Union base wins by 5, The Confederate base recoils, is shaken and moves 1BW directly away from the nearest enemy. C3 the cavalry base recoils 1BW as well it now cannot provide support for C2 or C1.
The Union base rolls 5 and follows-up 1BW, another round of combat ensues.
C1 throws 2, +1 for SK value of 1, -1 Shaken = +2.
U1 throws 3, +1 for following up recoiling enemy, +1 for Veteran, +2 for SK value of 2 = +7.
The Union base wins by 5 again. The Confederate base recoils again and the shaken result breaks them. They will pass through any friendly troops immediately to their rear, causing the cavalry C3 to become shaken.
Luckily for the Confederate cavalry, the Union base rolls and only manages gets a total of 4 and stays put to watch the Rebs turn and run away while their cavalry cover the rout.
Next C2 takes on U2
C2 throws a 4 on the dice, +1 for attacking, -1 for Enemy unit following up within 1BW ,+1 for SK value of 1 = +5 U2 throws a 4 on the dice, +1 for supporting Field artillery, 1 for artillery base giving support, +2 for SK value of 2 = +8 The Union base wins by 3, The Confederate base recoils 1BW
U2 tests to follow-up the now recoiling C2, but ends up with 4 so they stop to get their breath back.
Defender responds.
No units are now in Contact so the Union (Defender) cannot respond in this case.
Outcome phase.
The Union have forced:
One Confederate unit to Break = +2 points.
Two Confederate units to Recoil = +3 points.
One Confederate unit to be Shaken = +1 points.
This is a for a Total of 6
Both sides throw the dice
The Union throws a 2 on the dice then add the 6 for a total of 8 The Confederate throws a 5 on the dice with no additions the total is 5
The difference is 3. and the losing Confederate force falls back 3 x 1BW. The retreat has been 3 or more BWs, so the Confederates are now Tired.
Both sides will remain in their present positions for one full game turn to re-order their ranks, distribute munitions, and chaw on some tobacco etc.
Part 3
Army Generators
When generating your army you must decide on the rough size of the forces that will be involved in the battle.
First decide on the number of subordinate command-ers you will have, the number must be within the range given at the start of each list. As a very rough guide the lower number will give you an army of about twenty four bases the higher number in ex-cess of fifty.
Roll for the Grading of the CinC and any attached Generals as detailed in the army list.
Once you have rolled for your subordinates, roll again on the tables below, following the sequence outlined to determine the composition of your Army.
Army Generators
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Polemos ACW—Crisis of AllegianceConfederate Forces
Union Forces
Die Score: Results
1 or 2 One of your Officers has decided to halt, rest his troops and eat. His officers refuse to wake him after a liquor filled lunch and will they will not reach the battlefield.
Deduct One Subordi-nate officer
3 or 4 Orders are late and by the time forces are roused two of your Generals
end up leaving late to reach the battle. They will arrive at the battle when each rolls a 4, 5 or 6
5 One of your Generals gets a fright when he mistakes a foraging Union cavalry patrol for the Confederates and diverts his march columns to avoid them.
He will arrive at the battle when a 3, 4, 5 or 6 is rolled
6 Your army arrives intact. No effect
Die Score: Results
1 One of your Officers has decided to take a short cut using an old fron-tiersman’s map. Getting hopelessly lost his command will not reach the battlefield.
Deduct One Subordi-nate officer
2 Orders are muddled and two of your General’s forces end up
march-ing through each other. They will be late to the Battle. They will arrive at the battle when each rolls a 4, 5 or 6
3 or 4 One of your Generals gets a report of an intact shoe factory and
di-verts his force to investigate. He will arrive at the
battle when a 3, 4, 5 or 6 is rolled
5 or 6 Your army arrives intact. No effect
For each Division (D6) if 5-6 add one base of Cavalry For Class (D6)
1-4 Raw 5 Trained 6 Veteran
For each Cavalry Base (D6) 1-2 Smoothbore Weapons 3-5 Rifled Weapons
6 BL or Repeating Rifled Weapons
For each Cavalry base’s SK value (D6) 1-2 SK 0
3-4 SK 1 5-6 SK 2 Unattached Units
For each CinC (D6) if 5-6 roll for bases unattached
Bases Unattached (D6) 1 1 Cavalry base 2-3 1 Field Artillery base 4-5 2 Infantry bases
6 1 Infantry and 1 Field Artillery base
Army Generators
Grade of CinC (D6) 1-2 Skilled 3-6 Inept
For Each CinC roll (D6)
If a 5 or 6 is rolled another CinC is present and roll for grade
Regardless of how many CinC’s there are Choose from 4 to 8 Generals and divide them between the CinC’s
Grades of General (D6) 1-2 Commanding 3-4 Capable 5-6 Cautious
Each General commands a Division
Infantry Division Brigades in Division (D6) 1-2 2 Brigades (bases) 3-4 3 Brigades (bases) 5 4 Brigades (bases) 6 5 Brigades (bases) For each Infantry Brigade (D6) 1-2 Smoothbore Weapons 3-6 Rifled Weapons For each Infantry Brigade (D6) 1-2 SK 0
3-5 SK 1
6 SK 2
For Brigade Class (D6) 1-4 Raw
5 Trained 6 Veteran
Throw (D6) for each Brigade if 6 add Elite status to one base
For each Infantry Division (D6) -1 for 2 and 3 Bri-gade divisions
1-4 1 Artillery Base 5-6 2 Artillery Bases
For Each Artillery Base (D6) 1-3 Reserve Artillery 4-6 Field Artillery