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(1)American Civil War On They Came Peter Riley. Victor Barone (order #2647949). 1.

(2) American Civil War On They Came Published by: Baccus 6mm Ltd Text Copyright: Peter Riley Layout and Design: Baccus 6mm Ltd Photography: Peter Berry Cover Artwork and Line Drawings: Rob De Wolfe Maps: Sven Lugar Buildings and Scenics: Timecast Baccus 6mm figures painted by Big Battalions painting service All rights reserved. No part of this work may be reproduced or used in any form or by any means without the express written consent of the authors Printed in the UK For more information about the figures and models used in this catalogue as well as the other rules sets in the Polemos series, visit: www.baccus6mm.com A Yahoo group has been set up to allow for discussion of all aspects of playing games using Polemos rules. If you have any questions, are looking for tips and advice or just want to talk to other gamers, you can join by logging on to http://games.groups.yahoo.com/group/polemos Prints of all the cover and interior artwork can be purchased direct from Rob de Wolfe. To find out more details and to view other prints available from this talented artist, visit. http://historyinart.blogspot.com. Victor Barone (order #2647949). 1.

(3) Introduction Introduction. ii. Part One – Setting up the Game. Pursuit. 21. Necessary Equipment. 4. Rallying. 22. Basing. 4. Risk to Generals. 22. Troop Types. 4. Formation Morale. 23. Troop Quality. 6. Army Morale. 23. Skirmish Capability. 6. Part Three - Army Generators. Part Two - Playing the Game Base Scales. 8. Union - All Theatres, 1861. 27. Army Organisation. 8. Confederates - All Theatres, 1861. 28. Ranks and Grades of officers. 9. Union - Eastern Theatre, 1862. 29. Turn Sequence. 9. Tempo Bidding. 10. Confederates - Eastern Theatre, 1862 Union - Eastern Theatre, 1863. 30 31. Bombardment Phase. 10. Confederates - Eastern Theatre, 1863. 32. - Table Bombardment Modifiers. 10. Union - Eastern Theatre, 1864 & 1865. 33. - Table Outcome of Bombardment. 10. Confederates - Eastern Theatre, 1864 & 1865. 34. Allocating Tempo Points. 12. - Table Tempo Point Cost. 13. Scenario: Antietam, September 1862. 35. Tempo Actions. 13. Stealing Tempo. 13. Move Distances. 14. Terrain Features. 14. - Table Terrain Table. 15. Sapper Tasks. 16. Attack Phase. 16. Firing Procedure. 17. - Table Firing Modifiers. 17. - Table Firing Outcomes. 17. Launching Attacks. 18. Close Combat Attacks. 19. - Table Attack Modifiers. 19. Testing to Attack. 19. - Table Attack Results. 20. Outcome of Attacks. 20. Outcome definitions. 21. i Polemos ACW—On They Came. Victor Barone (order #2647949). 1.

(4) Introduction The American Civil War was fought between two fledgling armies with little experience, over a vast area and with little knowledge of the technologies that would be brought to bear over the course of the war.. within larger battles like Breckinridge’s final assault on the high ground at the Battle of Stones River (Murfreesboro) in January 1863, or the battle that lost Arkansas to the Confederates, Prairie Grove in 1862.. Inexperienced armies and generals, state driven mobilization and a belief that with one battle it would be over added, to the mixed and muddled beginning to the war. However with the emerging use of mass production for weapons, ammunition and supply there were some compelling reasons why this would not be so. With both the Union and Confederate governments aiming to mobilise, train and arm the volunteers and militias to the field within a few months gives us the opportunity to re-construct battles that were, in the main, very unpredictable.. The other, Crisis of Allegiance (COA) will allow the wargamer to re-fight the larger battles of the period such as Lee versus Meade at Gettysburg or Bragg versus Rosecrans at Chickamauga fighting with armies of well over 50,000 men each.. This mixture of inexperience and technology would directly affect the course and length of the war. Both forces involved were made up of Regulars, Volunteers, and Militias that varied in size, experience and term of service. The protagonists also relied on conscription to add more troops to their armies as the war progressed and the volunteers began to dry up. With Polemos, American Civil War (ACW), the opportunity to produce two sets of rules in one book is irresistible. This set of rules, On they came (OTC) will allow the war gamer to fight Division or Corps sized actions and re-create smaller engagements. The same wargames figures may be used in both sets of rules, as the basing system will be universal; only the nominal scale will differ. Certain rules will apply to both scales and are set out first. Thanks to all those Playtesters on the Yahoo Group for their time and invaluable feedback throughout. A special thanks for specific advice & guidance from a few individuals; Sven, Vincent, Dale, the two Martins, Doug, Allen, Lindon & Richard. Thank you to all those who spent time proof reading, checking my errors and making sure my writing went into understandable English. Big thanks for all the hard work from Peter & Nick at Baccus with everything and finally I would like to thank Rob DeWolfe for the artwork which I think is really special.. ‘The dusky swarms forge forward into gray columns of march. On they come, with the old swinging route step and swaying battle-flags. In the van, the proud Confederate ensign the great field of white with canton of star-strewn cross of blue on a field of red, the regimental battle-flags with the same escutcheon following on, crowded so thick, by thinning out of men, that the whole column seemed crowned with red.’ Joshua Chamberlain describing the final march of the Army of North Virginia. ii Polemos ACW—On They Came. Victor Barone (order #2647949). 1.

(5) Part1 Setting up the Game. Victor Barone (order #2647949). 1.

(6) Setting up the game Necessary equipment All you need to play Polemos American Civil War is: • • •. •. A number of ordinary six-sided dice, numbered 1-6, known hereafter as D6. A ten-sided dice, for the army generators numbered 1 - 0, known hereafter as D10. A measuring device, either an expanding metal tape measure or a measuring stick marked in base widths (BWs) and depths. (BDs). See section below on basing. Two (or more) armies of miniature figures.. Generals may be placed on bases 30mm square. The higher the status of the general, the more aides, hangers-on, lackeys, etc he can have on his base. Messengers may be depicted by a single mounted figure on a small round base.. Troop types Infantry units in this era formed in increasingly more open formations with a skirmish line in advance and a formed reserve deeper in the rear of the formation. In attack however, columns were often used to deliver fast moving assaults.. Basing The basic unit of manoeuvre in Polemos ACW is the Base. This is a group of wargames figures mounted permanently on a single base of a given size. The actual number and position of the figures on the base is not important. Nor is it important that the base sizes given below are adhered to. So long as both armies use the same basing system, the rules should not be affected. The ratio of 2:1 between base width and base depth for infantry and cavalry should, however, be retained. All distances are given in base widths (BW). Infantry units can form in line or attack columns with skirmishers out in front and a formed reserve in the rear. This can be depicted by figures in single or multiple ranks, in line or column on a standard base of 60mm x 30mm, using other infantry to represent a skirmish line or even a reserve behind the main line. Cavalry can be depicted by one or two ranks of figures in the same fashion again on a standard base of 60mm x 30mm. You may depict cavalry using one line of figures or skirmishers and a second rank of horse holders. Artillery, both smoothbore and rifled varieties, is depicted by a 30mm square base bearing one gun model. Limbers should be mounted on a separate base of standard size, 60mm x 30mm.. 4. Confederate Infantry. Infantry: Most Infantry known as Regulars, Militia, Volunteers or any other name, are formed units mostly armed with smoothbore or rifled muskets but later in the war may have breech loading rifles or repeating rifles. They can deliver their fire by command or individual shots upon a given target but mainly rely on the volume of fire to break up attacks or engage in fire-fights.. Union Infantry. Skirmishers: These are not depicted by distinct bases of their own, but by a skirmish capability factor which is assigned to standard infantry bases. This represents the infantry base’s ability to skirmish.. Polemos ACW—On They Came. Victor Barone (order #2647949). 1.

(7) Setting up the game Cavalry units did not generally fare well against the. increased rate of infantry and artillery fire during the war . Mainly armed with carbine, sword and pistol, they may however, have a mixture of small firearms. Later in the war repeating rifles or carbines would be a more popular option for the fast moving cavalry columns and dismounted actions. To compound matters the cavalry arm was mainly used in raiding, supply disruption, pre-battle scouting, harassing a retreating enemy or providing rearguard actions to delay the enemy. In some cases large Cavalry battles took place, like Brandy Station, however Cavalry charging Infantry would generally end up in failure, as did Farnsworth’s unsuccessful charge against Hoods Division at Gettysburg and success in this type of attack was very rare. Dismounted these units could be very effective in closed terrain or holding onto flanks or defend advanced positions as Buford’s cavalry did on day one of Gettysburg.. Artillery: Batteries were able to closely support infantry or cavalry attacks and unlimber close to the enemy line. Heavier ‘Corps’ or ‘Reserve’ guns were usually placed in support of troops in defence. Union artillery was plentiful, usually better supplied and handled throughout the war. The Confederate artillery arm on the other hand had many problems relating to quality of ammunition, leadership and shortages of supply to contend with.. Troop quality These are the categories the troops are organised in and some broad examples of the quality of troops who fought. Raw: This category includes untrained, unwilling or militia troops. Troops who could count as Raw include some of the following; green troops, conscripts, State Militia and some Volunteers. Trained: Troops who have undergone training and know their business well enough to change formation or open fire without falling into confusion.. Union Cavalry. Cavalry & Dismounted Cavalry: Cavalry trained to scout, skirmish and screen in front of the Army, but also capable of charging. Dismounted they behave in the same way as infantry and gain an SK Value. Artillery Units were mainly used to support defensive lines by breaking up attacking formations’ movements. They would also be used in suppressing enemy guns in counter battery fire and occasionally for supporting attacks. Smoothbore artillery with its shorter range was much more effective in close support, whereas the rifled artillery tended to engage targets at longer ranges in counter battery fire or disrupting attacks to neutralise any threat and then move closer in to support attacking formations.. Troops who could count as Trained include some of the following; some State Militias, most Volunteers, and some regulars. Veterans: Troops who have experienced actual combat (‘seen the elephant’) and know what to expect. Troops who could count as Veterans include some of the following: regulars and exceptional volunteers. Elite: Troops who have a high opinion of themselves. Elite status is in addition to one of the other classes. A unit could therefore be Elite and Raw, i.e. they have an unjustified high opinion of themselves. Troops who could count as Elite include some of the following; The Stonewall Brigade, The Iron Brigade, Kershaw’s Brigade of Mclaw’s Division and the Irish Brigade. Also some individual units like the Louisiana Tiger Zouaves, ‘The Bloody Seventh’ West Virginia or the 1st US ‘Berdan’s’ Sharpshooters.. Polemos ACW—On They Came. Victor Barone (order #2647949). 5. 1.

(8) Setting up the game Skirmish capability. Marking units. Infantry dismounted cavalry units are assigned a skirmish capability of 0 to 2. This represents:. It can be difficult to keep track of troop quality and skirmish capabilities during a large battle, so the following may be of use; certain distinctions may be marked by the use of small coloured stickers available from stationers and placed on the rear of the relevant bases.. • • •. 0 = Formations (mainly Raw) that may have skirmish support but is ineffective. 1 = Formations with effective skirmish Support. 2 = Experienced formations (mainly Veterans) that have very heavy skirmish lines pushed well forward of the main bodies, or are trained to skirmish en-masse.. Note: Skirmish capability is tied to the experience of the parent units and is not necessarily a representation of the amount of skirmishers but more a measure of the effectiveness and experience of the screen they provide.. Troop quality markers on the Right Rear of bases: • • •. Red for Veterans. White for Raw. With Black added for Elite status.. Skirmish capability markers on the left rear of bases: • •. Yellow for level 0 Green for level 2. Alternatively, skirmish figures may be permanently affixed to infantry bases to represent their skirmish capability. Up to four figures close to the unit and closer together for level 1, more than four for level 2, and none for level 0.. 6. Polemos ACW—On They Came. Victor Barone (order #2647949). 1.

(9) Part 2 Playing the Game. Victor Barone (order #2647949). 1.

(10) Army Organisation Part one of Polemos American Civil War – On They Came is intended to be suitable for actions up to Corps level, with the focus on the actions of individual units.. Army organisation Organisations did not seem to vary much in the armies participating in the American Civil War (ACW). The following organisation rules for Polemos ACW – On They Came (OTC) use certain generic terms which you may need to translate to those in use with your particular army.. Base scales for On They Came • • •. A base of infantry represents an infantry regiment, about 300 to 500 men. A base of cavalry represents a cavalry regiment, about 300 to 500 men and horses. Artillery bases represent a grouping of 8 to 12 guns (two batteries).. Unit - single, or groups of regiments of infantry or cavalry or grouping of guns represented by a single base. This is the smallest formation of which we take account in OTC.. Each artillery base should be accompanied by a standard size base representing their limbers, caissons, etc. This base is placed immediately to the rear and in contact with the battery when it is deployed.. Brigade - a force generally consisting of from three to seven units of infantry or cavalry commanded by a Brigadier. (Units within a brigade may be linked as part of the same regiment. This has no effect under the rules.). A standard base for infantry or cavalry represents an area 200 yards wide by 100 yards deep. Note that this does include quite a bit of empty space – room to deploy and manoeuvre, adopt a more open order formation and have a reserve formation.. Division - a force comprising a number of brigades of infantry and cavalry with attached artillery, with the whole under the command of a General. Army or Corps - a force, that could possibly contain all arms, directly under the command of the CinC. (The player).. An artillery base represents an area 100 yards square. There is no timescale but for those who must, try 20 to 30 minutes per turn.. Here are some examples of the forces as they might be formulated for use in On They Came from the battle of Antietam (1862) in the eastern featuring some divisions from each army. Example. First Division, IX Corps: Wilcox (2994/400 = 7 (7.4) Bases) 1st Brigade: 2nd Brigade: Artillery:. CHRIST WELSH WILCOX. 4 Regiments 4 Regiments Artillery 2 Batteries. (1335) (1659) (12 Guns). (3 Bases - Trained, RM, SK1) (4 Bases - Trained, RM, SK1) (1 Base - Trained, Elite - Light SB). I have amalgamated these two batteries of 12 guns into 1 Base shown above: Cook’s Battery 8th MA Light (SB - Light) and Benjamin’s Battery E 2nd US (SB – Heavy) Second Division, IX Corps: Sturgis (3063/400 = 8 (7.65) Bases) 1st Brigade: 2nd Brigade: Artillery:. NAGLES FERRERO STURGIS. 4 Regiments 4 Regiments Artillery 2 Batteries. (1335) (1659) (10 Guns). (4 Bases - Trained, RM, SK1) (4 Bases - Raw, Elite, RM, SK0) (1 Base - Trained - Light Rifle). I have amalgamated these two batteries of 10 guns into 1 Base shown above: Durrell’s Battery D PA Light (Rifled - Light) and Benjamin’s Battery E 4th US (Rifle - Light) A P Hills Division: Brig. A P Hill (4532/400 = 11 (11.33) Bases) Branch’s Brigade: Gregg’s Brigade: Archer’s Brigade: Field’s Brigade: Pender’s Brigade: Thomas’s Brigade: Divisional Artillery:. BRANCH GREGG ARCHER BROCKENBROUGH PENDER THOMAS HILL. 5 Regiments 5 Regiments 4 Regiments 4 Regiments 4 Regiments 4 Regiments 4 Batteries. (809) (1077) (518) (627) (737) (764) (15 Guns). (2 Bases Veteran, RM, SK2) (3 Bases Veteran / Elite. RM, SK2) (1 Base Veteran / Elite, RM, SK2) (1 Base Veteran / Elite, RM, SK1) (2 Bases Veteran / Elite, RM, SK1) (2 Bases Veteran, RM, SK2) (2 Bases - Trained - Heavy SB). I have amalgamated these 4 batteries of 15 guns into 2 Bases as shown above) Crenshaw’s Richmond Artillery, (SB - Heavy), Braxton’s Fredericksburg Artillery, (SB - Light) McIntosh’s Pee Dee Artillery, (SB - Heavy), Pegram’s Richmond Purcell Artillery, (Rifle - Light). Notes: In creating these divisions we have chosen the 400 troops per base for Infantry and 12 guns per battery. Some of the formations (regiments) were so small that they have been amalgamated (as they did then) onto 1 or 2 bases, thus keeping the number of bases down. However we could equally have used 300 troops per base and used more bases. We have also amalgamated the artillery into the overall type for the troop quality and artillery type to keep record keeping to a minimum. Also as the Confederates are at 12 guns per base like the Union artillery we could reasonably drop the -1 for Confederate Artillery firing.. 8. Polemos ACW—On They Came. Victor Barone (order #2647949). 1.

(11) Turn Sequence Ranks and grades of officers. COMMAND AND CONTROL. A Brigadier is always assumed to be present with his brigade and is not represented by a figure.. Turn Sequence. A General should be represented by a suitably imposing figure with an aide or two on a small square base.. 1.. The CinC should be represented by another suitably imposing figure with even more figures on a square base, representing generals, aides and hangers on etc. The player may wish to use courier or ADC figures as order markers represented by single figures on small round bases. Before battle commences, a chain of command must be established, this must indicate all officers who report and receive orders direct from the CinC. These are Generals i.e. divisional generals, commanders of independent brigades, etc. These “Generals” are known collectively as the CinC’s Subordinate Officers. Should a specific scenario call for the inclusion of a commander of engineers or artillery, then they will fall into this category.. Tempo Winners Player Sequence 2.. Tempo player bombardment phase. (Player makes all ranged artillery attacks). 3.. Tempo player moves CinC and generals; allocates TPs. (Player moves all officers and allocates available TPs.). 4.. Tempo player attack phase. (Player makes all ranged attacks, performs any outcomes from the ranged attacks , moves all units launching attacks into contact , then completes all close combat attacks and performs any outcomes.). 5.. Tempo player other moves (Player completes all other moves) Non-Tempo Winners Player Sequence. The CinC is assigned one of the following grades: • • •. Exceptional - Displays vigour, force and stamina in command. Skilled - Has skill, involvement and knowledge to apply in command. Inept - Lacks skill, force or energy to make an effort in command.. In addition, Generals (not the CinC or brigadiers) are assigned one of the following grades: •. • •. Commanding - can be relied upon to act upon their own initiative if necessary. Capable - able to follow orders and react to situations. Cautious- knows what to do, however is sometimes incapable of doing it.. For example: Stonewall Jackson could be an Exceptional CinC. However, he could drift between being a Commanding or Capable General. In at least one battle of the war, he would have been Cautious.. Tempo bidding (both players). 6.. Non-tempo player bombardment phase (Player makes all ranged artillery attacks). 7.. Non-tempo player moves CinC and Generals and allocates TPs. (Player moves all officers and allocates available TPs.). 8.. Non-tempo player attack phase. (Player makes all ranged attacks, performs any outcomes from the ranged attacks , moves all units launching attacks into contact , then completes all close combat attacks and performs any outcomes.). 9.. Non-tempo player other moves (Player completes all other moves). 10.. Outcome moves. (both players) (Players complete all other moves due to, Rallying, Morale, Army Morale Pursuit and Shaken level results). Polemos ACW—On They Came. Victor Barone (order #2647949). 9. 1.

(12) Tempo Tempo bidding. Bombardment phase. The tempo bidding process is central to OTC. At the start of each move, both players will attempt to gain the initiative, allowing them to carry out manoeuvres and attacks and force their opponent to respond. At the start of each move the CinC throws 1D6 and gets this number of tempo points (TPs) plus: • • •. 4 TPs for an Exceptional CinC. 2 TPs for an Skilled CinC. 0 TPs for n Inept CinC.. • • •. For Subordinates: 3 TPs for each Commanding officer. 2 TPs for each Capable officer. 1 TP for each Cautious officer.. You could also, for example, model different periods within the American Civil War by changing the standard grades tables to suit the period, campaign, or theatre of war. You could even do this for each side in the conflict as set out in the table below. Early War. USA. CSA. Exceptional CinC. 3. 4. Skilled CinC. 2. 3. Inept CinC. 0. 1. Commanding Officer. 3. 4. Capable Officer. 2. 2. Cautious Officer. 1. 1. Maximum ranges are: Heavy Rifled Gun. 10 BW. Light Rifled Gun. 8 BW. Heavy Smoothbore (SB) Gun. 6 BW. Light Smoothbore (SB) Gun. 5 BW. Bombardment may be carried out by all artillery. The target must be directly in front of the artillery base. There is no ‘arc of fire’. Artillery may not move in their side’s movement phase if they take part in bombardment. Example Art 1 may fire on Base 1 only as it is the only base directly in front of the artillery base carrying out the bombardment. Art 2 may fire on Base 2 or Base 3 as they are both directly in front of the artillery base carrying out the bombardment.. This total is reduced by one for each subordinate officer whose command becomes broken. The CinC then decides, in secret, how many of his available tempo points he is prepared to bid in order to gain the initiative. The minimum tempo bid is 1. The two players then reveal their bids and the highest bidder gains the initiative. He is known as the Tempo Player for the duration of that game move. His opponent is known as the Non-tempo Player. If the bids are equal, last turn’s tempo player retains the tempo. If the first move is tied, the tempo player is decided using the 50% rule. (i.e. toss a coin!). In the Bombardment Phase, ‘Overhead’ firing, by artillery bases only, can take place provided there is a safe zone of 2BW between the artillery firing and any friendly unit being fired over and between the friendly unit and enemy unit it is engaging.. The players then deduct their tempo bids from their total of available TPs. Their remaining TPs will be used to issue orders to their troops.. 10. Polemos ACW—On They Came. Victor Barone (order #2647949). 1.

(13) Bombardment Bombardment Procedure The firing player throws 2D6 for each target base. The Artillery (C) can fire on the enemy (A) over friendly troops (B) in this case, because there is sufficient space to do so.. Massed Artillery. The Artillery (C) cannot fire on the enemy (A) over friendly troops (B) in this case, because there is not sufficient space (2BW) between (A) and (B). Add or subtract the following Bombardment Modifiers: Firer behind target’s flank. +2. Each further base in line of sight and in base contact behind target (up 2 additional bases). +1. For each additional base firing. +1. Heavy artillery bases firing, or in part of a firing group. +1. Smoothbore Artillery Bases firing or in part of a firing group at 2BW or less Dedicated Artillery Officer within 2BW. +1 +1. Artillery standing on rough ground or marsh. -1. Artillery shaken. -1. Target is over half range. -1. Firer is Confederate. -1. Target behind level 1 obstacle. -1. Target behind level 2 obstacle. -2. Target behind level 3 obstacle. -3. Bombardment Results read resulting total off following table: Score. 4 or less. 5-6. 7-9. 10-11. Over 12. Result. BS. BCF. BNE. TBS. TSF. Bombardment Definitions BS = Bombarding Shaken (BS) - bombarding base(s) take one level of shaken. Bombarding bases will not fire in next bombardment phase or give support in this turn. All artillery units may also limber up and move back a normal move. . BCF = Bombarding Cease Firing (BCF) - bombarding base(s) will not fire in next bombardment phase or give support in this turn. BNE = Bombardment No Effect (BNE). TBS = Target Base Shaken (TBS) - target base takes one shaken level. TSF = Target Shaken & Fall Back (TSF) - target base, plus any base behind and in contact with it, take one shaken level and fall back 1BW. Polemos ACW—On They Came. Victor Barone (order #2647949). 11. 1.

(14) Tempo Points Allocating tempo points After the bombardment phase has been completed, the tempo player may now move his CinC figure and other generals, he then allocates his remaining tempo points. In order to issue a command to a subordinate officer, the CinC must issue at least one TP to him. The CinC may issue more than one TP to a subordinate officer if required. If the subordinate is more than 10 BW from the CinC, or is out of sight, the subordinate will only receive half (rounded up) the TPs issued. (As mentioned in ‘Ranks and grades of officers’ above, players may use single ADC or courier figures as markers to denote TPs issued, to help them keep track of the total.) Skilled or Exceptional CinC's may issue actions (over the head of a subordinate officer) direct to Units in contact with him. Actions are issued at the rate of 1 additional TP per action. This does not apply to assets directly under the CinC’s control.. 12. Example General Longstreet is a Skilled CinC and has three subordinate officers including Corps Artillery assets:. • • •. Corps Reserve Artillery assets under Major Robertson who is Capable with 5 Artillery Bases. Hood’s Division led by Brig Gen Law who is Capable, with three Brigades. McLaw’s Division led by Brig Gen Kershaw who is Commanding, with two Brigades.. Following a die roll of 4 + 2 for his Skilled CinC rating, plus 7 TPs for his subordinates, Longstreet starts his move with 13 TPs. He makes a tempo bid of 5, beating his opponent’s paltry bid of 2 to gain the tempo. He must now allocate his remaining 8 TPs to his subordinates.. • • •. Law’s division is seriously isolated, so he is allocated 4 TPs, enabling him to launch attacks with two of his three brigades. Kershaw also receives 4 TPs, enabling him to attack with one brigade and move a second whilst rallying a shaken regiment. Robertson, in charge of the reserve artillery, receives no orders and must be satisfied using his massed batteries to bombard the enemy and supporting his comrades as they get stuck into the Yankees.. Polemos ACW—On They Came. Victor Barone (order #2647949). 1.

(15) Tempo Actions Stealing Tempo. Tempo Actions. The non-tempo player CinC may ‘steal’ tempo in order to move a unit or group out of sequence. To do so, he must be in base contact with the unit or group to do the stealing and must pay an extra 1 TP over and above that normally required by the non-tempo player to carry out that particular action. Tempo stealing takes place between phases 3 and 4 in the move sequence. No unit or formation may move closer than 1BW to an enemy unit unless launching an attack upon it, or upon another enemy unit. For the expenditure of 2TPs, an infantry or dismounted cavalry unit may take two game moves to create a line of hasty works 1BW wide. A Group comprises of a number units of the same organisation facing in the same direction and in base contact with at least one other unit. Any part of the base can be in contact with the other unit(s) of the group. A group may be a brigade or division, or may be comprised of a number of units from the same brigade or division.. General Burnside is making ground in his attack against the Confederate flank at the Battle of Antietam. Lee realises that something must be done. He turns to AP Hill who’s ‘Light Division’ is arriving. ‘General Hill, take these 5TPs and see what you can do, General Burnside needs to be diverted from his purpose’.. The following are all permissible groups:. Tempo Player 1. Tempo Points Per Action To move a single base or a group of bases. Non-Tempo Player 2. To launch an attack with a single base or group of bases Non artillery units to engage in ranged fire (over point blank) with a single base or group of bases To move a single base or a group of bases that have gone to ground. 2. 3. 1. 1. 2. 3. To rally one shaken level (must be over 2BW from any enemy Units) To redeploy a single base or a group of bases (must be over 2BW from any enemy Units). 1. 2. 1. 1. For a single unit to create a line of hasty works 1BW wide. 2. 2. To mount or dismount a single base or a group of bases of cavalry. 1. 1. Polemos ACW—On They Came. Victor Barone (order #2647949). 13. 1.

(16) Move Distances Move distances Normal move. Attack move. Generals Infantry formation 1 BW wide Infantry formation more than 1BW wide Dismounted cavalry. 5 BW. -. 3 BW. 4 BW. 2 BW. 3 BW. 3 BW. 4 BW. Mounted cavalry. 4 BW. 4 BW. Heavy artillery. 3 BW. -. All other artillery. 4BW. -. Troop type. •. Any troops may retire 1BW per move, ending facing the enemy.. •. Infantry or cavalry may pass through friendly units, including unlimbered artillery, so long as they are stationary and both units are unshaken, without any ill-effects to either party.. •. Any troops passing through shaken friends or limbered artillery will themselves become shaken.. •. Artillery attached to an ‘all cavalry force’ may move an additional 1BW, (horse artillery).. •. All artillery may make a normal move and unlimber and fire. If already unlimbered they may fire and limber ready to move in the following turn.. •. Raw artillery may make a normal move and unlimber or unlimber and fire. If already unlimbered they may fire and limber ready to move in the following turn.. When the guns are unlimbered, the limbers, teams etc are placed immediately behind and in contact with them. A force of any size may redeploy, i.e. change its formation, for the expenditure of 1 TP. No unit may move more than 2 BW, and no unit may advance closer to the nearest enemy than the most advanced unit in their force. (i.e. no overtaking) Units may not rally while redeploying, and may not make any other movement in the same game turn as they redeploy.. 14. Whilst redeploying, a force is counted as stationary. If a force remains stationary, any artillery may unlimber in its present position for no TP cost. Cavalry may mount or dismount for the cost of 1TP. All turns are carried out by wheeling. One of the unit or group’s front base corners may move up to a full move forward or 1BD back, pivoting on the other front corner, which remains stationary. Effects of the Weather • •. •. • •. Intense heat: Units will reduce their move by 1BW while the conditions last Light rain: -1 to all Infantry combat factors. Add one extra TP to those required to contact a general who is out of sight or more than 10BW from CinC. Heavy rain: -2 to all infantry combat factors. Halve all movement rates. (Round up halves.) Add two extra TPs to those required to contact a general who is out of sight or more than 10BW from CinC. Mist: As heavy rain. Snow: As heavy rain. All movement on slopes reduced to 1BW.. Terrain features There are two types of terrain feature. • •. Area: This must cover an area of at least equal to one standard base. Linear: Minimum length 1BW; no maximum.. Smaller features, e.g. farms, isolated houses, are ignored in this scale.. Polemos ACW—On They Came. Victor Barone (order #2647949). 1.

(17) Terrain Terrain Table Area features:. Effect on movement. Effect on combat. Gentle slope. None. None. Steep slope. Impassable to artillery except on road, when they count as shaken, whether travelling up or down All troops count shaken after ascending a steep hill. Impassable to all troop types.. Mounted cavalry may not launch an Attack across this terrain.. All troops move 1BD and are shaken. Infantry move 1BW, unless skirmish capability 2, which move 1.5BW. Impassable to other troop types. Mounted cavalry may not advance to contact. All troops half speed except infantry with skirmish capability 2. May only be negotiated by columns 1BW wide, moving at 1BW per turn.. All troops may not launch an attack from this terrain. Counts as level 1 obstacle to units in combat. Obstacle level 1 to fire.. Very steep slope Swamp/marsh Woods.. Enclosures,, farmland, rough ground, artillery limbers, wagons. Town. Counts as level 1 obstacle to units in combat. Obstacle level 1 to fire. Counts as level 2 obstacle to units in combat. Obstacle level 2 to fire.. Linear features River. Stream Ford Walls, hedges. Hasty Works Entrenchments Earthwork Fortress wall Roads. Impassable except by bridge or ford. One unit per game turn may negotiate a bridge or ford. Passable by all troops, costing 1BW of movement. Artillery are shaken after crossing. Passable by all troops, costing 1BW of movement. All troops take half a move to cross. Mounted cavalry may not advance to contact across them. Passable by all troops, costing 1BW of movement. Passable by all troops, costing 2BW of movement. Troops take one full move to cross. Impassable Add 1BW to movement on all units following line of road.. Counts as obstacle level 1 to units attacking across it. Counts as obstacle level 1 to units attacking across it. Obstacle level 1 to infantry units attacking across it. Obstacle level 1 to fire. Obstacle level 1 to combat Obstacle level 1 to fire. Obstacle level 2 to combat Obstacle level 2 to fire. Obstacle level 2 to combat Obstacle level 2 to fire. Obstacle level 2 to fire Obstacle level 3 to combat None. Polemos ACW—On They Came. Victor Barone (order #2647949). 15. 1.

(18) Attack Phase Troops may only be shaken once by terrain, i.e. if they spend more than one move climbing a steep hill or crossing a marsh, they will only count one shaken level. They must be rallied in the normal way after leaving the terrain that caused them to become shaken.. Firing Point Blank, Close Range and Long Range fire is measured from the front, centre, of the firing unit. Range Table. Engineeer tasks. Units. An army may include one or more units of engineers. These may be depicted by a small group of figures on a square base, the same size as that of an artillery unit. These units are under the direct control of the CinC, but their leader does not count as a subordinate commander for Tempo purposes. Engineer units may be attached to a subordinate commander of the CinC’s choice before the game commences, but this may not be changed whilst the game is in progress. For the expenditure of 1 TP, a sapper unit may take two game moves to do any one of the following: • • • • •. Bridge a stream or ditch 1 BW wide, negating any effect on troop movement. Make gaps in a hedge or wall 1BW wide, negating any effect on troop movement. Reduce an area of hasty works 1BW wide, negating all effects. Raise a standard base-sized area of farmland or enclosure to a level 2 obstacle. Destroy a wooden bridge.. Point Blank. Close Range. Long Range. Rifled Muskets, BL, Repeating Rifle or Older Rifles. Contact to 1BW. Over 1BW 3BW. Over 3BW to 4BW. All Carbines. Contact. Smoothbore Muskets. Contact. Mixed Cavalry Weapons. Contact. to. Over ‘Contact’ to 2BW Over ‘Contact’ to 1BW Over ‘Contact’ to 1BW. Over 2BW to 3BW Over 1BW to 2BW N/A. Weapon Type Rifle Musket. Code. Examples. (RM). Older Rifles. (OR). Repeating Rifles/ Carbines Carbines Smoothbore Mixed Cavalry Weapons. (BL). Enfield, Springfield 1861 and 1863 Springfield 1851, 1841 Miss or Harpers Ferry Henry, Sharps or Spencer. (CB) (SB) (MW). Sharps or Starr Model 1842, Model 1816 Carbines, Sawed Off Shotguns and Pistols Etc.. ATTACK PHASE No unit may move closer than 1BW to an enemy unit unless launching an attack upon it, or upon another enemy unit. Infantry units halted 1BW from an enemy unit may fire upon it without launching an attack upon it. Firing at point blank range costs no TPs, any firing at longer ranges cost 1 TP per group or unit.. 16. The firer may be supported by friendly artillery with which they are in base contact and which has a clear line of sight to the target. (i.e. there are no intervening terrain obstacles or troops of either side.) Each artillery base in this situation adds a +1 modifier to the firers’ die roll. Artillery which has taken part in bombardment during this game move may not give support in this way.. Polemos ACW—On They Came. Victor Barone (order #2647949). 1.

(19) Firing. Firing Procedure Both sides throw a D6, adding and subtracting the following modifiers; the result is then compared with the following table. Firing Modifiers First time firing Point blank range Point blank range smoothbore Firer behind target’s flank Repeating Rifles/Carbines Veteran troops Elite troops Supporting Artillery is Heavy Raw troops Gone to Ground Mixed Cavalry weapons Each Shaken level Target behind/in level 1 obstacle Long range Target behind/in level 2 or 3 obstacle. Example Firer behind target’s flank. +2 to firer +2 to firer +3 to firer +2 +1 +1 +1 +1 -1 -1 (except repeaters or breech loaders) -1 -1. Unit C Firing at A would qualify for the “+2 Firer behind target’s flank” modifier as it is completely behind the flank line, B would not. If B were in Base contact with C it could support C with a further +1 as long as the range was 1BW or less.. Outcome of Firing. -1 -2 to firer -2. Supporters An adjacent friendly infantry unit which does not have a target of its own and which is in range may provide supporting fire. In this case, add the following to the firing unit’s factor: +1 up to 1 BW The target unit may also receive support from adjacent friendly units at the same range. In this case, +1 to the defenders’ throws. Example. Outcome of Firing Results: If the firers modified score does not exceed that of the target by 2 points or more, the firing has no effect. If the firers modified score exceeds that of the target by 3 points or more, target falls back 1BW and goes to ground. If the firers modified score exceeds that of the target by 4 points or more, target suffers 1 level of shaken and falls back 1BW and goes to ground. If the firers modified score exceeds that of the target by 6 points or more, target suffers 2 levels of shaken and retires 2BW. If the firers modified score exceeds that of the target by 8 points or more, the target immediately breaks.. Goes to ground This means that the unit(s) will halt and stay in place fire fighting with the enemy, until such time as tempo points are spent to move them on or launch an attack. If facing an enemy who breaks, bases that have gone to ground will pursue. Unit B fires at Unit X. Unit A fires in support of their allies, giving the latter a +1 to their factor. However, unit Y has moved up in support of their friends and have absorbed some of the enemy’s fire. Unit X therefore gain a +1 to their factor.. Polemos ACW—On They Came. Victor Barone (order #2647949). 17. 1.

(20) Launching Attacks Launching attacks The tempo player declares all his attacks at the start of the attack phase. The last 2BW of any attack move must be carried out in a straight line. To constitute a flank attack, any part of the attacking unit must begin this last 2BW of movement from a position behind a line extended from the front face of the target unit.. In the above example, Cavalry unit B can deliver a flank attack on Infantry unit X. Cavalry unit A cannot.. •. Infantry v Infantry - defender may elect to fire (Pg.17)or countercharge (Pg.22). (Any cavalry units that are dismounted may also elect to evade.. •. Infantry v Mounted Cavalry - Mounted Cavalry evades (Pg.22).. •. Mounted Cavalry v Mounted Cavalry only - defender may elect to fire (Pg.17), countercharge (Pg.22) or evade (Pg .22).. •. Mounted Cavalry attack on Infantry - infantry may elect to fire (Pg.17).. •. Mounted Cavalry or infantry attack artillery - artillery may attempt to fire or limber and evade (Pg.22).. Only one attack may be declared on a target in any one move. (i.e. a player cannot declare two attacks on the same target in the hope that one will succeed if the other fails.) Attacking Units do not have the option to fire at point blank range as they are launching an Attack. Defenders can choose to have this option as they have the benefit a prepared defence and are not manoeuvring to launch the Attack. Once an attack has been declared, the defending player must choose how he would like the target unit or group to react. He may wish them to stand and fire, counter charge or evade. If he wishes them to meet the attack with rifle fire, he must sate at what range they are to open fire. The options available to the defender are set out opposite:. 18. Polemos ACW—On They Came. Victor Barone (order #2647949). 1.

(21) Close Combat Close Combat Attacks. •. Then the sequence of events is resolved by referening the Outcome of Attacks table, if an Attack has taken place, and applying the results. Outcome moves take place as a result of the outcomes of the combat.. The attacking player decides in which order attacks are to be carried out. Each attack is then resolved in turn using the following sequence: •. Both sides roll the dice and add the Attack Modifers.. •. •. The difference is then compared to the Attack Results to see if the Attack makes any progress or not. Depending on the result, there could be several outcomes. Perform the action required (i.e. Fire in response to, or in Support of, an Attack, add Shaken levels etc.). Testing to Attack First, it must be resolved whether an Attack actually takes place and what the target Unit’s reaction will be. Both sides throw a D6, then add the Attack Modifiers as follows and then apply this to the Attack Results table.. Attack Modifiers Both sides Confederate Veteran Unit (prior to August 1863) Uphill of Enemy. +2. Supporting Units - Supporting artillery must be unlimbered (up to +2) Attacking Obstacles (any). CinC in base contact with unit. +2. Attacking Units have Gone to ground. -1. Veteran Unit. +1. Raw Unit. -1. General in base contact with unit. +1. -1. One or Both Secure Flanks. +1. -2. Both fighting in woods. +1. Defender intends to fire at close range Defender intends to fire at point blank range Shaken. Elite Unit. +1. Cavalry Attacking Infantry or Artillery. -3. +2. Defender Only. +1 -1. -2. Attacker only. Supported by Unlimbered Artillery. +2. Cavalry Pursuing. +2. Cavalry within 1BW of at start of move. -1. Supported by Unlimbered Artillery. +1. Enemy Attacking from wood. -1. Cavalry Charging. +1. Flank attack from outside 1BW. -2. Using Contact range weapons. +1. Flank attack from inside 1BW. -4. Attacking. +1. Enemy defending wood. -1. Defender behind level 1 linear obstacle Attacking Unlimbered Artillery Behind Obstacle. -1. Defender behind level 2 linear obstacle. -2. Defender behind level 3 linear obstacle. -3. -2. Add or deduct the SK (skirmish) differential applied to the attacker’s total and apply the result to the Attack results table overleaf: Polemos ACW—On They Came. Victor Barone (order #2647949). 19. 1.

(22) Close Combat Attack Results Attacker wins by 6 or more Attacker wins by 3,4 or 5 Attacker wins by 2, a draw or loses by up to and including 2. Attacker loses by up to and including 4. Attacker loses by 5 or more.. Defender breaks before firing or countering Defender takes one shaken level. May fire at reduced effect, using new shaken level, but not countercharge. Defender may act as ordered.. Attacker takes one shaken level. Attacker takes two shaken levels, Fails to charge.. Goes to ground This means that the unit(s) will halt and stay in place fire fighting with the enemy, until such time as tempo points are spent to move them on or launch an attack. If facing an enemy who breaks, bases that have gone to ground will Pursue.. Firing If allowed, firing may now take place, following which: Outcome of Attacks •. If the difference in shaken levels is 3 then the side that has the higher number of shaken levels will break.. •. The side that has the higher number of shaken levels will fall back 1BW. •. If neither side is shaken, both sides will remain 1BW apart and continue the combat next round*.. •. If both sides have 1 shaken level the Defenders will Retire 2BW.. •. If both sides have 2 shaken levels the Attacker will Retire 2BW.. * If neither side has broken after 3 phases of melee, both sides will fall back 2BW to regroup.. 20. Example. Confederate trained/ elite RM (SK1) infantry regiment X launches an attack on Union trained RM (SK0) infantry regiment B. X is supported by her sister regiment Y and by a battery of light artillery Z. Infantry regiment B, in turn, is supported by another Union Regiment A. Upon the Confederate player declaring his intention to attack, his Union counterpart decides to stand and fire at close range. The Conderate player throws a 2 on his D6, +1 for supporting infantry Base Y, +1 for supporting artillery base Z, +1 for being an elite unit, +1 for one or both flanks secure, +1 for attacking, +1 for supported by unlimbered artillery and +1 for skirmish differential (SK1) vs (SK0) for a total of 9. The Union player throws a 3 on his D6, +1 for supporting infantry base A, +1 for one or both flanks secure, -1 for defender firing at close range for a total of 4. The Confederates won the contest by 5 Factors, but according to the results table, the Union unit that is now Shaken may still act as ordered. The order is therefore given to fire and Volleys ring out from both Union regiments. The Union player throws a 4 on his firing dice, +2 for firing for the first time, +1for supporting fire from infantry base A, -1 for one shaken level for a total of 6. The Confederate player throws a 2 on his firing dice with no modifiers for a total of 2. The Union fire exceeds the Confederate defence by 4 points, so the outcome of firing table reveals that the Confederate base X sustains one shaken level, falls back 1BW and goes to ground. Regiment X increased its shaken levels and also falls back 1BW, bundling regiment Y back with them in turn and then goes to ground. Having driven off the attack with Volley Fire, no attack has taken place. The Union player can now decide whether to attack his shaken enemy, in his own tempo phase, who have gone to ground, to prevent the Confederate unit from recovering their composure.. Polemos ACW—On They Came. Victor Barone (order #2647949). 1.

(23) Combat Results Definitions. Break. Shaken. Unit will turn away from nearest enemy and move a normal move plus 2BW. The first BW of this move will be directly away from the nearest enemy. Any further move distance will be towards their own baseline. They will not rally on the table.. Represents either a loss of cohesion and/or confidence within the unit or the troops becoming tired due to their exertions. There are five levels of shaken, and a unit can lose up to two per game turn Shaken level 0 1 2 3 4 or more. Effect Carry on May continue to advance May not advance except to charge May not advance at all Break. However, no unit will Break as a result of terrain effect. ie if the shaken level that would cause a break is as a result of adverse terrain, it can be ignored for determining a break.. Fall back Unit will turn to face nearest threat and moves back 2BW. If pushed back into another friendly base, the latter is also pushed back to make way for it. This occurs even if the bases only partly overlap.. Retire Unit will turn to face nearest threat and will move back 2BW. If it is pushed back into another friendly base, the latter will retire to make way for it. This occurs even if the bases only partly overlap. Units forced to fall back or retire during the tempo player’s phase are not allowed to initiate attacks in the subsequent non-tempo player’s phase.. Supporting Friendly unit to flank or rear, in base contact with the base being supported and with no enemy base within 1BW of their front. A supporting unit can only support one friend within any one attack phase.. If friendly units are encountered during a Break move, the routers will pass through them. If they are encountered during the first BW of the rout move, the friends fall back shaken. If enemy troops are encountered during the first BW of a Break move, the routing unit is dispersed and removed.. Pursuit Any troops whose immediate enemy breaks must follow up for 1BW. In the outcome phase at the end of the game move, they then take a pursuit test. Throw a D6, adding or subtracting the following: Pursuit Modifiers: Raw Troops In contact with routers Mounted Cavalry Shaken troops. +2 +2. Unbroken enemy within 2BW Pursued previously. -1 -1. +2. The following modifiers are at the player’s discretion.. -2. General with unit. +/-1. First Melee. +1. CinC with unit. +/-2. Elite. +1. Veteran Troops. +/-1. Within the same pursuit, deduct one from the die roll for the second and each subsequent move of pursuit. If the result is 5 or more, the unit will pursue, moving at normal speed after the broken enemy. If the routers are slower moving, the pursuers will reduce to their speed. If the routers pass through another of their own units, pursuers will attempt to carry out an attack on this new enemy, with both units counting as shaken. A new pursuit test is taken during each outcome move. If a pursuing unit rallies successfully it may. Polemos ACW—On They Came. Victor Barone (order #2647949). 21. 1.

(24) Outcome Phase reform facing in the direction of the player’s choice. All units rallying after a pursuit will be on two shaken levels. If the General or CinC is with the unit, the player may decide to give either a plus or minus modifier to the pursuit roll as he sees fit. He may want to urge them on to the pursuit by adding the modifier or hold them back by applying a minus modifier.. Rallying Shaken troops can be rallied in two ways; •. •. By the expenditure of TPs. The base being rallied must be stationary, not in close combat, under artillery fire or under close range or less infantry fire. One shaken level can be rallied per game turn and this costs 1 or 2 TP’s per base. A general or the CinC can rally one shaken level per turn for any base with which he is in base contact and under any circumstances except close combat. Only one officer can have this effect on a base during one game turn. (i.e. placing the CinC and their commanding general in base contact with a unit does not rally two shaken levels, unless the general also pays 2TPs to do so.). Secure flank A flank is judged secure if it is ‘anchored’ on a friendly unit or on impassable terrain. The whole depth of the base need not be covered to count as a secured flank, but a friendly unit providing security need not be facing in the same direction... mounted cavalry 3BW) directly away from the attack threat, taking one shaken level. If they are still contacted by the attacker, they may turn to face, receiving the contact stationary.. Countercharge If a unit counters a charge, the two units make contact half way between their respective positions at the start of the move. Both sides get any bonuses for charging.. Risk to generals If a base with which a general is in contact is fired upon or becomes involved in a melee, two D6 are thrown. If the score is four or less, the general may have been hit. • • •. If hit, throw a further D6: 1. 2. 3.. Evade. The Unit will turn and move 2BW (dismounted or. 4.. Example. 5.. 6.. Unit B is securing unit A’s right flank, and unit C is covering the left. However C does not secure the right flank of D as it is not “anchored” to D.. 22. Deduct 2 from die roll if general is with a unit which breaks. Deduct 1 from die roll if general is with a unit in melee. Deduct 1 if Exceptional or Commanding general.. A near miss. The General is dazed by the effects of an explosion that dislodges his medals and dirties his uniform The General’s horse is killed leaving him distraught, resulting in no movement for one turn whilst a replacement is found. A spent shell fragment causes a painful flesh wound, resulting in no movement for two turns while a replacement is found and some medicinal bourbon to be liberally indulged in. A proper wound. No movement may be made or orders passed for one turn while the wound is dressed and some more medicinal bourbon is called for. A severe wound. The General with ‘his leg smashed’ calmly puffs on a cigar as he is removed from the field. The General must be carried from field and a successor appointed. A mortal wound. The General shouts, ‘They couldn't hit an elephant at this dist…..’ and falls from his horse! He is removed from the field and a successor is promoted and appointed.. Polemos ACW—On They Came. Victor Barone (order #2647949). 1.

(25) Morale To appoint a successor to a lost general a D6 is thrown during the army’s next tempo bidding phase. A throw of 3,4,5 or 6 means that the successor has been successfully informed of his new status. This throw is repeated in each tempo bidding phase until successful. When successful, throw for grade as per Army Generator. In addition, if a general’s base is contacted by enemy troops, throw a further D6, deducting one if the enemy are cavalry and two if the general is wounded in any way. A score of one or less means the general is captured. If he is not captured place him with the nearest friendly unit.. have moved off. The morale of the fresh troops is not affected by the encounter. If spent bases are contacted by enemy troops, they break and are removed from the table.. Army Morale At the start of the game, multiply the number of subordinate officers under the direct command of the CinC by: •. 2 - For the Union Army’s Critical Morale Factor. (2.5 after August 1863). •. 2.5 - For the Confederate Army’s Critical Morale Factor. Formation Morale A morale test may be taken for any brigade or ad-hoc formation during the outcome phase of any game move where one or more of its units have suffered an increase in shaken levels. If the result exceeds the number of bases in the brigade or formation at the start of the game, the whole Modifiers Add Points: Brigade has any shaken bases. +1. Plus Die 6: Score 1 or 2. Brigade has any. +1. Score 3, 4. Veteran or elite. -1. Score 6. General/CinC within 3BW. -1. -1. The result is the army’s critical morale factor. Each time a subordinate officer’s force becomes spent, throw a D6 and deduct the result from the army’s critical morale. Once the factor falls below 0, the army is broken in defeat.. Evens +1. brigade or formation is adjudged to be spent and returns at normal movement rate to their army’s base line. No TPs need to be awarded or orders given. The brigade will take no further part in the fighting.. Example Longstreet’s Corps (3 subordinates) would have a Critical Morale Factor of (7.5) 8. An equal sized Union Corps would have a Critical Morale Factor of 6. After 1863 a Union Corps of the same size would be (7.5) 8 rounded up.. Once 50% or more of the brigades or formations in a division or corps are spent, the whole formation is said to be so and will take no further part in the fighting. If spent bases encounter fresh troops, i.e. not spent, they will move round them by the shortest route and continue with their movement towards the baseline. If the fresh troops occupy a defile, such as a bridge or ford, the spent troops will halt until the fresh ones. Polemos ACW—On They Came. Victor Barone (order #2647949). 23. 1.

(26) Combat Example Example. Base B The Confederate player throws a 4 on his D6 plus: +2 first time firing Total 6 Base X The Union player throws a 4 on his D6 plus: +1 Elite troops Total 5. The Confederate fire beats the Union defence by 1, so the Outcome of Firing table reveals that the fire has no effect. The Outcome of Attacks table states that with neither side taking any shaken results ‘both sides will remain 1BW apart and continue the combat next round.’. The Union Trained / Elite Infantry Units X and Y launch an attack on the Confederate Units B and C. X is supported by unit Z and also by a battery of artillery, W. Confederate infantry unit B is, in turn, supported by the other Confederate units, A and C.. Testing to Attack The Union player declares his intention to attack. As this is an Infantry vs. Infantry situation his Confederate counterpart decides to stand and fire at close range. (p.18) Base X The Union player throws a 4 on his D6 plus: +2 Supported Units (up to +2, (Bases Z and Y) +1 One or both secure flanks (Bases W and Y) +1 Attacking Unit +1 Elite +1 Supported by Unlimbered Artillery (Base W) Total 10 Base B The Confederate player throws a 6 on his D6 plus: +2 Supporting units (up to +2, (Bases A and C) +1 One or Both Secure Flanks (Bases A and C) +1 General in base contact with the unit -1 Defender intends to fire at close range. Total 9 Result for X vs. B Attacker wins by 1 - Defender may act as ordered. Base Y The Union player throws a 5 on his D6 plus: +1 Supporting Units (up to +2, (Base X) +1 One or Both Secure Flanks (Base X) +1 Attacking Unit +1 Elite Total 9. The Confederate player must now decide whether to attack his unshaken enemy during his own attack phase. In Y vs. C the Union won the contest by 4, and according to the results table the Confederate are shaken but may still fire at reduced effect. The order is therefore given to fire. A less effective volley rings out from the Confederate battalion (p.16). Base C Throws a 6 on his D6 plus: +1 first time firing -1 one shaken level Total 6 Base Y Throws a 1 on his D6 plus: +1 Elite troops Total 2 The Confederate fire exceeds the Union defence by 4 points. The Outcome of firing table reveals that the firing has the following effect: The Union target falls back 1BW and goes to ground. The Outcome of Attacks table shows us that the Confederate base has one shaken level and the Union has none. The Confederate has the highest number of shaken levels but the difference is not three, so the Confederate must fall back 1BW. The Confederate unit has also picked up a Fall Back result which adds another Shaken level, leaving them with 2 levels of shaken. The Confederate player must now decided whether to attack his unshaken enemy during his own attack phase or try to rally some shaken levels .. Base C The Confederate player throws a 4 on his D6 plus: +1 Supporting Units (up to +2, (Base B) +1 One or Both Secure Flanks (Base B) -1 Defender intends to fire at close range. Total 5 Result for Y vs. C Attacker wins by 4 -Defender takes one shaken level and may fire at reduced effect using new shaken level, but may not countercharge. In X vs. B the Union narrowly won the contest by 1 factor, but according to the results table the Confederate may still act as ordered. The order is therefore given to fire. A volley rings out from the Confederate Unit (p16).. 24. Polemos ACW—On They Came. Victor Barone (order #2647949). 1.

(27) Part 3 Army Generators. Victor Barone (order #2647949). 1.

(28) Army Generators To use these army generators, you must first decide upon a minimum number of bases in your army. You will keep generating formations until this minimum is reached or exceeded.. may be a cavalry brigade or division, or another infantry division. Continue to dice again for the composition, type and class until this formation is also complete.. Roll for the Grading of the CinC and any attached Corps assets detailed in the Army list.. Once any other type of formation has been generated, the formation which follows will always be an infantry division. Therefore infantry formations will always equal or outnumber all other type of formations within your Army.. The first formation to be generated in each Army list is an infantry division. Dice as directed to decide the number of brigades in the division, regiments in the brigade, and their type and class. Then Dice for the grading of the commanding general and the number of and type of the divisional artillery units.. When the minimum number of bases you decided to start with is reached, continue to dice for the formation you are currently generating until it is complete. Do not stop generating part of the way through a formation, only when it is complete. You may therefore exceed your minimum by some margin.. Once the first line infantry division is complete, dice at random for what the next formation will be. This. 26. Polemos ACW—On They Came. Victor Barone (order #2647949). 1.

(29) Army Generators Union All Theatres - 1861 CinC Grade of CinC (D6) 1-3 Inept 4-6 Skilled Army Artillery (D6) for each Army 1 2 x Heavy smoothbore bases 2-3 2 x Heavy smoothbore & 1 x Light Rifle base 4-5 1 x Heavy smoothbore & 2 x Light Rifle bases 6 2 x Heavy smoothbore & 2 x Heavy Rifle bases Divisions (D6) for Engineers/Sappers 5 or 6 1 base. Cavalry Brigade (D6) for Brigades 1-2 1 Regiment (base) 3-6 2 Regiments (bases). Regiments (Units) per Brigade (D6) 1-2 3 Regiments (bases) 3-5 4 Regiments (bases) 6 5 Regiments (bases). Class of Cavalry Regiment (D6) 1-4 Raw 5-6 Trained. Regiment Experience (D10) 2 Raw SK0 7 Raw SK1. 3 Raw SK0 8 Trained SK1. 4 Raw SK1 9 Trained SK2. Class of Artillery (D10) 1-4 Raw 5-8 Trained 9-10 Veteran After an Infantry Division (D6) Divisions in Army (D6) 1-4 Another Infantry Division 5-6 Cavalry Brigade. Infantry Division (D6) for Brigades 1 2 Brigades 2-3 3 Brigades 4-5 4 Brigades 6 5 Brigades. 1 Raw SK0 6 Raw SK1. For each base roll (D6) for the type of Infantry Weapon 1 Older Rifles 2 Smoothbore Muskets 3-6 Rifle Muskets. 5 Raw SK1 0 Veteran SK2. Throw (D6) for each Brigade if 5 or 6 add Elite status to one base Throw (D6) for each Brigade if 6 change one base to Trained Cavalry Throw (D6) for each Brigade if 4-6 add one base of Raw Artillery from the Divisional Artillery table to the Brigade.. SK Value for Cavalry dismounted bases (D6) 1-4 SK0 5 SK1 6 SK2 For each base roll (D6) for the type of Cavalry Weapon 1-2 Mixed Cavalry Weapons 3-6 Carbines Throw (D6) for each Brigade if 5 or 6 add Elite status to one base Grades of General (D6) 1-3 Cautious 4-5 Capable 6 Commanding. Divisional Artillery (D6) for each Division 1 1 x Light smoothbore base 2-4 1 x Heavy smoothbore base 5 1 x Light Rifle base 6 1 x Heavy Rifle base. Polemos ACW—On They Came. Victor Barone (order #2647949). 27. 1.

(30) Army Generators Confederate All Theatres - 1861 CinC Grade of CinC (D6) 1-2 Inept 3-6 Skilled. For each base roll (D6) for the type of Infantry Weapon 1 Older Rifles 2-3 Smoothbore Muskets 4-6 Rifle Muskets. Army Artillery (D6) for each Army (Division) 1 2 x Heavy smoothbore bases 2-3 1 x Heavy smoothbore & 2 x Light smoothbore bases 4-5 1 x Heavy Rifle & 2 x Light smoothbore bases 6 3 x Heavy smoothbore & 1 x Heavy Rifle bases Army (Division) (D6) for Engineers/Sappers 5 or 6 1 base Army (Division) (D6) for Brigades 1 2 Brigades 2 3 Brigades 3-5 4 Brigades 6 5 Brigades. Class of Cavalry Regiment (D6) 1-2 Raw 3-5 Trained 6 Veteran. Regiment Experience (D10) 2 Raw SK0 7 Trained SK1. 3 Raw SK1 8 Trained SK2. 4 Raw SK1 9 Trained SK2. 5 Raw SK1 0 Veteran SK2. Throw (D6) for each Brigade if 4 to 6 add Elite status to one base Throw (D6) for each Brigade if 6 change one base to Trained Cavalry Throw (D6) for each Brigade if 4-6 add one base of Raw Artillery from the Divisional Artillery table to the Brigade. Artillery (D6) for each Army 1 1 x Heavy smoothbore base 2-4 1 x Light smoothbore base 5 1 x Light Rifle base 6 1 x Heavy Rifle base. After an Infantry Division (D6) Divisions in Army (D6) 1-4 Another Infantry Division 5 Cavalry Brigade 6 Legion Cavalry Brigade (D6) for Brigades 1-2 1 Regiment (base) 3-6 2 Regiments (bases). Regiments (Units) per Brigade (D6) 1 2 Regiments 2-3 3 Regiments 4-5 4 Regiments 6 5 Regiments. 1 Raw SK0 6 Raw SK1. Class of Artillery (D10) 1-6 Raw 7-9 Trained 10 Veteran. SK Value for Cavalry dismounted bases (D6) 1 SK0 2-4 SK1 5-6 SK2 For each base roll (D6) for the type of Cavalry Weapon 1-3 Mixed Cavalry Weapons 4-6 Carbines Throw (D6) for each Brigade if 5 or 6 add Elite status to one base Legion (D6) for bases 1-2 1 Infantry & 1 Cavalry base 3-6 1 Infantry, 1 Cavalry & 1 Artillery base Class of Legion bases (D6) 1-2 Raw 3-5 Trained 6 Veteran Throw (D6) for each type of Legion base for weapons, Infantry and Cavalry bases throw against the relevant table for weapons etc. Artillery use the Divisional Artillery table. Grades of General (D6) 1-3 Cautious 4-5 Capable 6 Commanding. 28. Polemos ACW—On They Came. Victor Barone (order #2647949). 1.

(31) Army Generators. Union Eastern Theatre - 1862 CinC Grade of CinC (D6) 1-3 Inept 4-6 Skilled. Divisional Artillery (D6) for each Division (2 Brigade Divisions -2 to roll) 1 1 x Light smoothbore & 1 x Heavy Smoothbore base 2-3 1 x Heavy smoothbore & 1 x Light Rifle base 4-5 1 x Heavy Rifle & 2 x Light smoothbore bases 6 2 x Heavy smoothbore & 1 x Heavy Rifle base. Corps (D6) for Engineers/Sappers 5 or 6 1 base Infantry Division (D6) for Brigades 1-2 2 Brigades 4-6 3 Brigades. Class of Artillery (D6) 1 Raw 2-4 Trained 5-6 Veteran. Regiments (Units) per Brigade (D6) 1-2 3 Regiments (bases) 3-5 4 Regiments (bases) 6 5 Regiments (bases). After an Infantry Division (D6) 1-5 Another Infantry Division 6 Cavalry Brigade. Regiment Experience (D10) 1 Raw SK0 6 Trained SK0. 2 Raw SK1 7 Trained SK1. 3 Raw SK1 8 Trained SK1. 4 Raw SK1 9 Trained SK2. 5 Raw SK1 0 Veteran SK2. Throw (D6) for each Brigade if 5 or 6 add Elite status to one base For each base roll (D6) for the type of Infantry Weapon 1 Smoothbore Muskets 2-6 Rifle Muskets Throw (D6) for each Division if 5-6 change one base to Repeating Rifles Artillery attachments (D6) 1-4 Brigade (Artillery attached to Brigades) 5-6 Division (Artillery attached to Divisions) Brigade Artillery, 1 Artillery base per Brigade Brigade Artillery (D6) 1 Light smoothbore base 2-3 Heavy smoothbore base 4-5 Light Rifle base 6 Heavy Rifle base. Cavalry Brigade (D6) for Brigades 1-3 1 Regiment (base) 4-6 2 Regiments (bases) Class of Cavalry Regiment (D6) 1-2 Raw 3-5 Trained 6 Veteran SK Value for Cavalry dismounted bases (D6) 1 SK0 2-3 SK1 4-6 SK2 For each base roll (D6) for the type of Cavalry Weapon 1 Mixed Cavalry Weapons 2-6 Carbines Throw (D6) for each Brigade if 5 or 6 add Elite status to one base Grades of General (D6) 1-2 Cautious 3-5 Capable 6 Commanding. Polemos ACW—On They Came. Victor Barone (order #2647949). 29. 1.

(32) Army Generators Confederate Eastern Theatre - 1862 CinC Grade of CinC (D6) 1-3 Inept 4-5 Skilled 6 Exceptional. Divisional Artillery (D6) for each Division (2 Brigade Divisions -2 to roll & 5 Brigade Divisions +2 to roll) 1 1 x Light smoothbore & 1 x Heavy smoothbore base 2-4 1 x Heavy smoothbore & 1 x Light Rifle base 5 1 x Heavy Rifle & 2 x Light smoothbore bases 6 2 x Heavy smoothbore & 2 x Heavy Rifle bases. Corps (D6) for Engineers/Sappers 5 or 6 1 base Artillery (D6) Brigade, Divisional Or Corps Artillery 1-2 Artillery is attached to the Brigade 3-4 Use the Divisional Artillery Table 5-6 Use the Corps Artillery Table. For each base roll (D6) for the type of Infantry Weapon 1 Older Rifles 2 Smoothbore Muskets 3-6 Rifle Muskets. Corps Artillery (D6) 1-3 2 x Heavy smoothbore & 2 x Light Rifle bases 4-5 2 x Heavy smoothbore & 3 x Light Rifle bases 6 3 x Heavy smoothbore & 2 x Heavy Rifle bases Infantry Division (D6) for Brigades (Only use the Artillery on this table if it is attached at the Brigade level) 1 2 Brigades (2 Artillery bases) 2-3 3 Brigades (3 Artillery bases) 4-5 4 Brigades (3 Artillery bases) 6 5 Brigades (4 Artillery bases). Class of Artillery (D6) 1 Raw 2-5 Trained 6 Veteran After an Infantry Division (D6) 1-5 Another Infantry Division 6 Cavalry Brigade Cavalry Brigade (D6) for Brigades 1-2 1 Regiment (base) 3-6 2 Regiments (bases). Brigade Artillery Table (D6) for each base 1 Light Rifle 2-3 Light Smoothbore 4-5 Heavy Smoothbore 6 Heavy Rifle. Class of Cavalry Regiment (D6) 1 Raw 2-4 Trained 5-6 Veteran. Regiments (Units) per Brigade (D6) 1-2 3 Regiments 3-4 4 Regiments 5-6 5 Regiments. SK Value for Cavalry dismounted bases (D6) 1 SK0 2-3 SK1 4-6 SK2. Regiment Experience (D10). For each base roll (D6) for the type of Cavalry Weapon 1-2 Mixed Cavalry Weapons 3-6 Carbines. 1. 2. 3. 4. 5. Raw SK1. Raw SK1. Raw SK1. Raw SK1. Trained SK0. 6. 7. 8. 9. 0. Trained SK1. Trained SK1. Veteran SK1. Veteran SK1. Veteran SK2. Throw (D6) for each Brigade if 5 or 6 add Elite status to one base Grades of General (D6) 1 Cautious 2-5 Capable 6 Commanding. Throw (D6) for each Brigade if 5 to 6 add Elite status to one base Throw (D6) for each Brigade if 6 change one base to Trained Cavalry. 30 Polemos ACW—On They Came. Victor Barone (order #2647949). 1.

(33) Army Generators Union Eastern Theatre - 1863 Class of Artillery (D6) 1 Raw 2-4 Trained 5-6 Veteran. CinC Grade of CinC (D6) 1-3 Inept 4-5 Skilled 6 Exceptional Corps (D6) for Engineers/Sappers 5 or 6 1 base. After an Infantry Division (D6) 1-5 Another Infantry Division 6 Cavalry Brigade. Infantry Division (D6) for Brigades 1-2 2 Brigades 4-6 3 Brigades. Cavalry Brigade (D6) for Brigades 1-2 2 Regiment (base) 3-6 3 Regiments (bases). Regiments (Units) per Brigade (D6) 1-2 3 Regiments (bases) 3-5 4 Regiments (bases) 6 5 Regiments (bases). Class of Cavalry Regiment (D6) 1 Raw 2-4 Trained 5-6 Veteran. Regiment Experience (D10). SK Value for Cavalry dismounted bases (D6) 1 SK0 2-3 SK1 4-6 SK2. 1 Raw SK1. 2 Raw SK1. 3 Raw SK1. 4 Trained SK1. 5 Trained SK1. 6. 7. 8. 9. 0. Trained SK1. Trained SK2. Veteran SK1. Veteran SK1. Veteran SK2. For each base roll (D6) for the type of Cavalry Weapon 1-5 BL Rifles 6 Mixed Cavalry Weapons. Throw (D6) for each Brigade if 5 or 6 add Elite status to one base. Throw (D6) for each Brigade if 5 or 6 add Elite status to one base. Divisional Artillery (D6) for each Division 1 2 x Heavy smoothbore bases 2-3 2 x Heavy smoothbore & 1 x Light Rifle base 4-5 1 x Heavy smoothbore & 2 x Light Rifle bases 6 2 x Heavy smoothbore & 2 x Heavy Rifle bases. Throw (D6) for each Cavalry Brigade if 4 or 6 turn 1 Regt (base) into Trained Lt Rifled Artillery Grades of General (D6) 1-2 Cautious 3-5 Capable 6 Commanding. For each base roll (D6) for the type of Infantry Weapon 1-4 Rifle Muskets 5 Smoothbore Muskets 6 Older Rifles Throw (D6) for each Division if 5-6 change one base to Repeating Rifles. Polemos ACW—On They Came. Victor Barone (order #2647949). 31. 1.

(34) Army Generators Confederate Eastern Theatre - 1863 Divisional Artillery (D6) for each Division 1 1 x Heavy smoothbore base 2-4 1 x Heavy smoothbore & 1 x Light Rifle base 5 1 x Heavy Rifle & 2 x Light Rifle bases 6 2 x Heavy smoothbore & 1 x Heavy Rifle base. CinC Grade of CinC (D6) 1-3 Inept 4-5 Skilled 6 Exceptional Corps (D6) for Engineers/Sappers 5 or 6 1 base Corps or Divisional Artillery (D6) 5 or 6 attach Artillery at the Corps level using the Corps Artillery Table below instead of the Divisional Artillery Table Corps Artillery (D6) for each Division 1 3 x Heavy smoothbore bases 2-3 2 x Heavy smoothbore & 2 x Light Rifle bases 4-5 2 x Heavy smoothbore & 3 x Light Rifle bases 6 3 x Heavy smoothbore & 2 x Heavy Rifle bases Infantry Division (D6) for Brigades 1 2 Brigades 2-3 3 Brigades 4-5 4 Brigades 6 5 Brigades. Class of Artillery (D6) 1-2 Raw 3-5 Trained 6 Veteran After an Infantry Division (D6) 1-5 Another Infantry Division 6 Cavalry Brigade Cavalry Brigade (D6) for Brigades 1-3 2 Regiments (bases) 4-6 3 Regiments (bases) Class of Cavalry Regiment (D6) 1 Raw 2-3 Trained 4-6 Veteran. Regiments (Units) per Brigade (D6) 1-2 3 Regiments 3-4 4 Regiments 5-6 5 Regiments. SK Value for Cavalry dismounted bases (D6) 1 SK0 2-3 SK1 4-6 SK2. Regiment Experience (D10) 1 Raw SK1. 2 Raw SK1. 3 Trained SK1. 4 Trained SK1. 5 Trained SK2. 6. 7. 8. 9. 0. Trained SK2. Veteran SK1. Veteran SK1. Veteran SK1. Veteran SK2. Throw (D6) for each Brigade if 5 to 6 add Elite status to one base Throw (D6) for each Brigade if 6 change one base to Trained Cavalry. 32. For each base roll (D6) for the type of Infantry Weapon 1-3 Rifle Muskets 4-5 Smoothbore Muskets 6 Older Rifles. For each base roll (D6) for the type of Cavalry Weapon 1-4 BL Rifles 5-6 Mixed Cavalry Weapons Throw (D6) for each Brigade if 5 or 6 add Elite status to one base Throw (D6) for each Cavalry Brigade if 5 or 6 turn 1 Regt (base) into Trained Lt Rifled Artillery Grades of General (D6) 1 Cautious 2-5 Capable 6 Commanding. Polemos ACW—On They Came. Victor Barone (order #2647949). 1.

(35) Army Generators Union Eastern Theatre - 1864 and 1865 Divisional Artillery (D6) for each Division 1 1 x Heavy smoothbore base 2-4 1 x Light Rifle base 5 1 x Heavy Rifle & 1 x Light Rifle base 6 1 x Heavy smoothbore, 1 x Heavy Rifle & 1 x Light Rifle base. CinC Grade of CinC (D6) 1-2 Inept 3-5 Skilled 6 Exceptional Corps (D6) for Engineers/Sappers 5 or 6 1 base Corps or Divisional Artillery (D6) 4 to 6 attach Artillery at the Corps level using the Corps Artillery Brigade Table below instead of the Divisional Artillery Table Corps Artillery Brigade (D6) roll once for each Division present in the Corps 1 2 x Heavy smoothbore bases 2-3 1 x Heavy smoothbore & 1 x Light Rifle base 4-5 1 x Heavy smoothbore & 2 x Light Rifle bases 6 2 x Heavy smoothbore & 1 x Heavy Rifle base Infantry Division (D6) for Brigades 1 2 Brigades 2-3 3 Brigades 4-5 4 Brigades 6 5 Brigades. 1. 2. 3. 4. 5. Raw SK0. Raw SK1. Raw SK1. Raw SK1. Trained SK2. 6. 7. 8. 9. 0. Veteran SK2. Veteran Elite SK2. Veteran SK1. After an Infantry Division (D6) 1-5 Another Infantry Division 6 Cavalry Brigade Cavalry Brigade (D6) for Brigades 1-2 2 Regiment (base) 3-6 3 Regiments (bases). SK Value for Cavalry dismounted bases (D6) 1 SK0 2-3 SK1 4-6 SK2. Regiment Experience (D10). Trained SK2. Class of Artillery (D6) 1 Raw 2-5 Trained 6 Veteran. Class of Cavalry Regiment (D6) 1 Raw 2-4 Trained 5-6 Veteran. Regiments (Units) per Brigade (D6) 1-2 3 Regiments 3-4 4 Regiments 5-6 5 Regiments. Trained SK2. For each base roll (D6) for the type of Infantry Weapon 1-4 Rifle Muskets 5 Older Rifles 6 Smoothbore Muskets. Throw (D6) for each Brigade if 5 to 6 add Elite status to one base Throw (D6) for each Brigade if 6 change one base to Trained Cavalry. For each base roll (D6) for the type of Cavalry Weapon 1-4 BL Rifles 5-6 Carbines Throw (D6) for each Brigade if 6 add Elite status to one base Throw (D6) for each Cavalry Brigade if 4 or 6 turn 1 Regt (base) into Trained Lt Rifled Artillery Grades of General (D6) 1 Cautious 2-5 Capable 6 Commanding Polemos ACW—On They Came. Victor Barone (order #2647949). 33. 1.

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