Table of Contents
1.0 INTRODUCTION .............................................................................................................................................................. 2
2.0 COMPONENTS AND GAME CONCEPTS .......................................................................................................................... 2
3.0 SEQUENCE OF PLAY ........................................................................................................................................................ 3
4.0 INITIATIVE PHASE ........................................................................................................................................................... 4
5.0 RANDOM EVENTS PHASE ............................................................................................................................................... 4
6.0 ARTILLERY BOMBARDMENT PHASE ............................................................................................................................... 4
7.0 ACTIVATION PHASE ........................................................................................................................................................ 5
8.0 MOVEMENT PHASE ........................................................................................................................................................ 6
9.0 COMBAT PHASE.............................................................................................................................................................. 7
10.0 RECOVERY PHASE ......................................................................................................................................................... 8
11.0 VICTORY PHASE ............................................................................................................................................................ 9
12.0 BAGGAGE ..................................................................................................................................................................... 9
13.0 NIGHT ........................................................................................................................................................................... 9
14.0 OPTIONAL BRIGADIER PERSONALITY RULES ................................................................................................................ 9
SCENARIOS ......................................................................................................................................................................... 10
2.1 MAP
The map has a hex grid superimposed over it to
Brigade: The name of the Brigade.
regulate movement and combat. Each hex is
identified by a letter-number combination such as
Corps/Division: The organization to which the
"A1" or "D11" for ease of set up and represents
Combat Unit belongs; dictates the Leader(s) who
roughly 1/3 of a mile (1,700 feet).
can activate the Combat Unit. This is color coded
(see blue and grey Order of Battle Chart).
2.1.1 MAP LEGEND
Strength Points (SP): Representing approximately
400 men per SP.
4.0 INITIATIVE PHASE down a hex side does not block unless there is
Each player rolls a die. The player with the highest blocking terrain on both sides of the line. Count
result goes first. If there is a tie initiative is given to the target hex but not the Artillery counter's hex.
the player who did not have it the previous turn. If Roll one die and compare the result to the relevant
there is a tie on the first turn roll again unless the Bombardment Value:
side with the first turn initiative is designated by • If the results exceeds the Bombardment
the scenario. If a tie occurs on any turn it triggers Value, nothing happens.
the Random Events Phase. • If the result equals the Bombardment Value,
the Combat Units in the hex must pass a
Quality Check. If a Combat Unit fails, it must
5.0 RANDOM EVENTS PHASE retreat one hex. If all units in the hex retreat,
In the event of a tie during the Initiative Phase, the any Leaders in the hex may retreat with
Random Events Phase is triggered. If the tied result them.
was a 1-3 it is a Confederate Event; a 4-6 is a Union
• If the result is less than the Bombardment
Event. The affected player will roll two six sided
Value, the Combat Units must pass a Quality
dice according to the Random Events Table.
Check. If the Combat Unit fails, it must take a
step loss and retreat one hex. If all units in
6.0 ARTILLERY BOMBARDMENT the hex retreat, any Leaders in the hex may
PHASE retreat with them. If any units incur a step
loss, any Leaders in the hex must roll for
In the Artillery Bombardment Phase, players
elimination as delineated in 9.6. If all units in
alternate placing Artillery counters and then
the hex are eliminated surviving Leaders may
Bombarding with the same, until both players have
retreat to an adjacent hex.
placed all the counters which they desire and/or
The Artillery counter remains in the hex after
are able to place. The player with initiative
resolving Bombardment. Artillery that Bombards
chooses whether the player or the opponent
halves its "0" range Bombardment Value for the
places the first counters.
remainder of the turn, rounded down. Note that
Bombardment is optional and therefore units that
6.1 PLACEMENT are placed during this Phase, but do not fire, retain
In order to place an Artillery counter, its their full "0" range Bombardment Value for that
destination hex must contain a Combat Unit to turn. Indicate that an Artillery has Bombarded by
which the Artillery is subordinate. Artillery may be facing the counter in the opposite direction of the
placed in swamp or rough hexes only if the hex other units in the hex.
contains a road. Artillery may not be placed in
forest hexes unless the hex contains a road or is
6.3 COUNTER BATTERY FIRE
adjacent to a hex that contains a road. If all other
Any hex, after being Bombarded, can have an
criteria is met Artillery may be placed in an enemy
available Artillery counter placed in the hex. If so,
Zone of Control. No more than one Artillery
that Artillery fires on any Artillery within range. If
counter may be placed per hex. Upon placement
the roll is equal to or less than the firing Artillery’s
of an Artillery counter, the owning player may opt
Strength Points at that range, the Artillery counter
to Bombard but is not required to do so.
being fired upon is removed. Such fire does not
affect non-Artillery units in the same hex.
6.2 BOMBARDMENT
The acting player wishing to Bombard with an If an unfired Artillery (Remember, you can place an
Artillery Unit announces a target within five hexes. Artillery counter without firing with it) is fired
Terrain can block line of sight as detailed in the upon in this manner and is not removed, it may
Terrain Effects chart. Center to center, terrain is return fire as if conducting Counter Battery Fire.
considered to encompass the entire hex, drawn The Union always subtracts one from its die roll
SCENARIOS
CRUEL MORNING: SHILOH 1862 VICTORY POINT HEXES
Victory Point hexes are marked on the map with
white stars:
INITIATIVE
F07 1
On turn one, the Confederates always have the
K04 1
initiative.
K09 1
M05 1
BATTLE SURGE N09 1
Confederate Units have a column shift to the right Q08 1
on the first three turns of any scenario starting on O11 5
April 5 or 6. Attacking Union Units have a column V08 5
shift to the right on the first two turns of April 7. A01 5
B01 5
GRANT
He always arrives as scheduled. Units that Victory
accompany him may however be delayed. Round down for ratios.
Confederate Reinforcements
7am APRIL 6 VP
Reserve Corps The Confederates score VP for F07, K04, K09, M05,
Wharton B01 Q08 at the start of the Night turn. This means
these locations can be scored twice by the
Confederates.
8am
Commander (MS)
BATTLE SURGE
Beauregard B01
Ignore Confederate battle surge.
Reserve Corps
Breckinridge A01 Union Set Up is Historical.
Trabue A01
Bowen A01 Confederate Set Up
Forrest A01 Commanders (MS)
Johnston C02
Artillery Available: M. Smith, Cobb Beauregard C02
Baggage B01
9am
Corps Commander (I)
Confederate Baggage B01
Polk C08
Asterisk
Any unit with an asterisk starts the battle flipped.
Commander (OH)
Buell M08 Confederate Set Up
Commander (MS)
nd
2 Division (OH/A.McCook) Beauregard K03
A. McCook M07 Confederate
Gibson O09 Baggage (Inactive) K03
Rousseau M07
Kirk N09 I Corps (I)
Polk F07
III Corps (III) Apply to any scenario except for Day 2. For -2 VP,
Hardee H08 the Confederates start off with these units.
Cleburne* H06 Cleburne is now part of Hindman’s division.
Charles F. Smith in Command not tell Wallace to take it on April 6. This scenario
Smith was widely considered one of the best supposes that Wallace arrives early.
generals in the early war. He was a favorite of
Halleck and was being groomed for army L. Wallace arrives at V08 at 11am. The Union starts
command. Smith replaced Grant after Fort with -1 VP.
Donelson, but Grant was restored after public
outcry. Before Smith handed command back to
Grant he suffered an injury that led to a lingering Don Carlos Buell at Crump’s Landing
death. His main effect on Shiloh was negative: he Buell could have been ferried to Crump’s Landing
encouraged Grant in his belief that the Rebels were and from there made a possible flank attack. While
still at Corinth. His division was led by William not considered during the battle, it is an interesting
Wallace in his absence. Wallace fought well at possiblity.
Shiloh but suffered a mortal wound in the fighting.
You can apply this to any scenario except for Day 2
Replace Grant with C. F. Smith, or replace W. and April 5th. Place Buell and the divisions of
Wallace with C. F. Smith in any scenario. Nelson and Crittenden at Crump’s Landing. At
2pm, roll 1d6. On a 1-3, Nelson enters at V08. On a
This scenario supposes Grant is on the field and 4-6, he enters at N01. Buell, L. Wallace, and
ready for a Confederate attack. Crittenden will follow the next turn and enter
wherever Nelson entered. At the beginning of the
Place Grant at O11. Union base CP is 4. The game the Union player may secretly decide to
Confederates do not get Battle Surge. Union VP send Buell, Nelson, and Crittenden to H01. On
are -2. each daylight turn of Day 2 make a roll, Nelson
enterw on a roll of 5-6. Buell and Crittenden will
then enter the following turn. McCook always
Nelson Arrives arrives per the regular reinforcement schedule.
Nelson wanted to bring his division forward on
April 5, but Grant decided to keep him back in
Savannah. Grant was ailing from an accident and Army of the Ohio and the Transports
feeling overconfident. It was one of the many Grant and the navy bungled their use of transports
errors he made on the eve of battle. on April 6, which delayed Buell.
Apply to any scenario except for Day 2 and April 5. All Army of the Ohio reinforcements arrive 3 turns
For -2 VP, the Union may add these units. earlier. The Union starts with -4 VP.
9am
Hazen (OH/Nelson) O11
Credits
Game Design: Sean Chick