QUICK REFERENCE SHEET — PAGE 1
Master Sequence, Command, Maneuver, Terrain & Defensive Reactions
1.0 Master Turn Sequence of Play
2.0 Command Structure & Staff Pip Allocation
- Command Radius (4-Tiers): Measured from any edge of Brigadier to regiment's center-front.
- 0–6" (Bugle/Acoustic): 1 Pip, ignores impassable terrain.
- 6–12" (Standard Courier): 1 Pip, must trace path around impassable terrain.
- 12–24" (Distant Courier / Out of Command): 2 Pips, limited free moves, -1 Discipline.
- >24" (Out of Communication): Cannot receive Pips at all.
| Brigadier Rating |
Staff Pip Roll |
Standard (Free) Orders (In Radius) |
Staff Pip Special Menu (Cost: 1 Pip, or 2 Pips if 12–24") |
| Aggressive / Brilliant |
1D3 + 1 Pips (2–4) |
• Advance in Line (6") or Column (8") |
• Assault: 1 Pip/Reg, 2 Pips for contiguous line . |
| Reliable / Standard |
1D3 Pips (1–3) |
• Change Formation / Wheel up to 45^\circ |
• Double-Time: +3.0" to advancing infantry . |
| Timid / Political |
1D3 / 2 (Up) (1–2) |
• Hold Position & Fire in Phase 3 |
• Rally Line: Instantly remove 1 Disorder marker . |
| Division Commander |
+1 Bonus Pip / Turn |
• Limber or Unlimber Artillery Battery |
• Battery Focus: Combine up to 3 sections . |
| Attached Brigadier |
+1 Melee / +1 Disc. |
• Skirmish Screen Recall / Dress Ranks |
• Reserve Pip: Save for opponent's turn reactions . |
| Preparatory Order |
N/A |
• (Hoarding) |
• Save 1 Pip at turn end for next turn . |
| Oblique (Sidestep) |
0 Pips |
• Free Lateral Move |
• Move 3" sideways to close gaps in line . |
| Open Order (1864+) |
1 Pip/Reg |
• Free Pivot 360 |
• +1 Cover Save; 6" Open/5" Woods; Auto-loses Melee . |
| Wave Assault (Mass) |
2 Pips |
N/A |
• Stack 2+ reg; Rear pushes thru stalled front; No Shooting . |
3.0 Master Formations, Movement Rates & Terrain Penalties
| Unit Type & Formation |
Open Ground |
Woods / Rough |
Road / Trail |
Obstacle Crossing |
Formation / Tactical Characteristics |
| Infantry Line of Battle |
6.0" |
4.0" |
6.0" |
-2.0" |
Full firing pool (1D6/stand); max 45^\circ wheel; baseline line . |
| Infantry Open Order |
6.0" |
5.0" |
6.0" |
-0.0" |
+1 Cover Save; -1 To Hit; Auto-loses Melee . |
| Infantry Assault Column |
8.0" |
5.0" |
9.0" |
-2.0" |
Front rank only fires (2D6); +1 Melee; -1 save vs. Canister . |
| Infantry Road Column |
10.0" |
6.0" |
12.0" |
-1.0" |
Rapid road march; cannot fire/charge; -2 saves if attacked . |
| Mounted Cavalry (Line) |
9.0" |
5.0" |
14.0" |
-3.0" |
+1 Shock vs. open infantry; 12.0" charge; pistol/carbine <= 6.0"" . |
| Dismounted Cav Skirmish |
5.0" |
4.0" |
6.0" |
-1.0" |
1 in 4 Horse Holder deduction; counts as Light Cover in open . |
| Artillery (Limbered) |
8.0" |
3.0" |
12.0" |
-4.0" |
Cannot fire; takes full turn to unlimber (Horse Art: half-move) . |
| Artillery (Prolonge / Hand) |
2.0" |
0.0" |
2.0" |
Impassable |
May pivot up to 45^\circ and fire in same turn . |
- Terrain LOS Limits: Dense Woods (Blocks >3"); Cornfields (Blocks >4"); Orchards (Blocks >6"); Reverse Slopes (Dead Ground, Blocks all LOS from lower ground, ).
4.0 The 5 Defensive Reaction Windows
| Reaction Name |
Primary Trigger |
Cost / Requirement |
Tactical & Combat Resolution |
| 1. Closing Volley |
Enemy charges within 4.0" |
Free (Undisordered & Unsmoked) |
Point-blank volley (1D6/stand). If 1+ hit or Nat 6.0" (Disorder), charger rolls Discipline Check (4+) or stalls 2.0" away Disordered. Place Smoke. |
| 2. Opportunity Fire |
Enemy crosses arc (<8.0") |
Free (Unengaged & Unsmoked) |
Pauses enemy move mid-stride; fires full volley; places Smoke; firer is marked as fired for next turn. |
| 3. Skirmish Evade |
Formed enemy closes within 6.0" |
Free |
Screen makes immediate 4"–6" escape move through friendly lines without disordering parent unit. If they do not evade, they are automatically Overrun and Destroyed. |
| 4. Refuse Flank |
Enemy enters flank (45^\circ–90^\circ) |
1 Reserved Pip (or 4+ Check) |
Outer 1–2 stands wheel 45^\circ back; cancels enemy +1 enfilade to-hit and +2 flank melee shock bonuses. |
| 5. Counter-Charge |
Enemy declares charge in open |
1 Reserved Pip (Rebel Yell/Cav) |
Defender surges 2"–3" forward; negates attacker charge momentum/downhill; applies +1 shock trait. |
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QUICK REFERENCE SHEET — PAGE 2
Combat, Gunsmoke, Opposed Melee, Morale & Casualties
1.0 Master Ranged Weapon Profiles Matrix
Firing Eligibility: Must have chosen "Hold Position" in Phase 2 (Units that Advanced/Double-Timed cannot fire). 45^\circ forward arc.
Friendly Fire: Cannot fire through formed friendly lines. May fire through friendly Skirmish Screens at -1 ext{ To-Hit}.
Artillery Overhead Fire: Level 1+ artillery may fire Shell/Solid over Level 0 friendlies IF friendly is >6 ext{"} from muzzle AND >4 ext{"} from target. No Canister overhead.
Dice Pool: Roll 1D6 per stand firing in front rank (Artillery: 2D6 per section stand).
Suppression Rule: A Natural 6.0" (at 0–6") or Two 6s (at >6") acts as a Shock Trigger. Defender must pass a Discipline Save or take a Disorder Marker. Modifiers: Fresh (+1), Cover (+1), Spent (-1), Crossfire (-1) .
| Weapon Classification |
Point-Blank (0"-4.0") (Art: Double Canister) |
Medium (4.1"-8.0") (Art: Std Canister) |
Long (8.1"-16.0") (Art: Shell/Solid) |
Special Weapon Trait & Tactical Rules |
| Smoothbore Musket (.69 Buck & Ball) |
4+ (2 Dice) |
4+ (1 Die) |
— |
Buck & Ball: Devastating at point-blank; incapable of fire beyond 200 yards. |
| Rifled Musket (Springfield / Enfield) |
4+ (1 Die) |
4+ (1 Die) |
5+ (1 Die) |
Universal Standard: Reliable, accurate firepower across all tactical bands. |
| Magazine Repeater (Spencer / Henry) |
4+ (3 Dice) |
5+ (1 Die) |
— |
Rapid Fire & Prone: 3 dice at PB. Skirmishers & Dismounted Cavalry gain Light Cover (5+) in open ground. |
| Single-Shot Breechloader (Sharps) |
4+ (1 Die) |
4+ (1 Die) |
4+ (1 Die) |
Prone Reload: No long-range penalty. Skirmishers & Dismounted Cavalry gain Light Cover (5+) in open ground. |
| 12-pdr Napoleon (Smoothbore Gun) |
2+ (3 Dice, No Saves) |
3+ (2 Dice, 4.1"-10") |
4+ (>10") |
Canister Monster: Double canister ignores light cover saves at Point-Blank. |
| 3-inch Ordnance / 10-pdr Parrott |
3+ (3 Dice, No Saves) |
4+ (2 Dice, 4.1"-10") |
4+ (>10") |
Precision Shell: High velocity; superior long-range counter-battery sniper. |
2.0 Cover Saves, Casualties & Gunsmoke Rules
- Cover Saves (Defender rolls 1D6 per hit taken):
- Open Ground / Pasture: No Save (All hits count).
- Light Cover (Fences, Woods, Cornfields, Orchards, Skirmishers): Saves on 5+.
- Heavy Cover (Stone Walls, Earthworks, Sunken Roads, Masonry Farmsteads): Saves on 4+.
- Casualty Stand Removal: Every 2 Unsaved Hits = Remove 1 Physical Stand (60–75 men). (Track 1 odd hit on micro-dice).
- Plunging Fire & Overshoot: A Natural 6 rolled to-hit affects a secondary unit within 4.0" behind the target:
- Infantry: 1 stray hit max.
- Artillery (>8.0"): 1 automatic Unsaved Hit.
- Artillery Canister (<8.0"): 1 stray hit for every Natural 6.
- Gunsmoke Obscuration :
- Place Smoke Marker against front base of stationary firing unit. Line of sight through/out of smoke beyond 6.0" suffers -1 to-hit.
- Exception: Skirmishers & Dismounted Cavalry do NOT produce smoke markers.
- Point-blank fire (0–6") ignores smoke. Smoke is removed when the unit moves or spends a turn holding fire.
3.0 Opposed Melee / Shock Resolution (Phase 4)
\mathbf{Shock Score} = 1D6 + Engaged Stands + Tactical Modifiers
| Tactical Shock Modifier |
Value |
Applied To |
Mandatory Condition |
| Fresh Regimental Health |
+1 |
Either |
>75% original stands remaining in unit . |
| Spent Regimental Health |
-1 |
Either |
<35% original stands remaining in unit . |
| Charging Momentum |
+1 |
Attacker |
Advanced >= 3.0" across open ground into contact . |
| Assault Column Formation |
+1 |
Attacker |
Formed 2 stands wide x 2+ deep . |
| Confederate Rebel Yell |
+1 |
Attacker |
Unit possesses Rebel Yell trait . |
| Open Order / Skirmish |
AUTO-LOSE |
Defender |
Open Order units instantly lose melee if charged . |
| Mounted Cavalry Shock |
+1 |
Cavalry |
Mounted charge against infantry in open ground . |
| Defending Heavy Fortifications |
+2 |
Defender |
Touching Stone Wall, Earthworks, or Sunken Road . |
| Defending Light Cover / Crest |
+1 |
Defender |
Touching Split-Rail Fence or deployed on Hill Crest . |
| Enfilade / Flank / Rear Contact |
+2 |
Attacker |
Contacted behind target's 90^\circ flank line . |
| Unit is Disordered |
-2 |
Either |
Unit possesses a Disorder Marker . |
| Brigadier General Attached |
+1 |
Either |
Brigadier attached to Color Stand . |
- Melee Outcome (Margin of Defeat):
- Victor: Holds ground; takes 0 mandatory losses; makes free 2.0" consolidation move.
- Margin 0 (Tie): Both take 1 Hit, gain Disorder, remain locked.
- Margin 1 - 2 (Repulse): Loser takes 1 Hit, retreats 3.0" Disordered.
- Margin 3 - 4 (Bloody Rout): Loser takes 1 Full Stand Loss (2 Hits), retreats 6.0" Disordered.
- Margin 5+ (Overrun): Loser takes 2 Full Stand Losses (4 Hits), retreats 9.0" Disordered.
- Double Disorder Clause: If Loser is already Disordered, take 1 extra Micro-Hit.
4.0 Discipline Checks, Morale & Brigade Faltering
- Discipline Checks (1D6): Veteran (3+) | Regular (4+) | Green (5+) .
- Regimental Shatter Threshold: Any regiment reduced to 1 stand remaining immediately shatters and is removed .
- The Brigade Faltering Clock (Tracked via D6 on Brigadier Base, ):
- Hesitant Threshold (30% Total Brigade Stands Lost): Cannot charge/assault; no double-time; -1 to all shooting dice; -1 to Discipline Checks.
- Broken / Whipped Threshold (50% Total Brigade Stands Lost): Complete moral collapse; all units gain Disorder and must spend all future turns executing full moves (6") toward friendly table edge.
5.0 Leader Casualties & Historical Traits Reference
- Leader Risk Trigger: If attached Brigadier's regiment suffers a stand loss or a natural 6.0" to-hit, roll 1D6 :
- 1–3: Unhurt / Close Call.
- 4: Lightly Wounded (-1 Staff Pip per turn).
- 5: Severely Wounded / Captured (General removed; replacement uses Timid profile 1D3/2).
- 6: Killed in Action (KIA) (General removed; unit gains instant Disorder; all remaining pips lost).
- Army Traits:
- Rebel Yell: +1 Melee when charging/counter-charging; forces enemy discipline check .
- Iron Discipline: Ignores first natural 6.0" Disorder result each turn; rallies on 3+ .
- Seen the Elephant: Must pass 5+ Discipline Check first time taking fire or become Disordered .
- Steady: +1 to Discipline Checks from Closing Volleys; re-roll 1 failed cover save per game .
- Bucktails / Sharpshooters: Re-roll 1 missed shooting die at Medium Range (6–14") .