Examples of Play
15. EXAMPLES OF PLAY
This section provides detailed narrative examples of the core mechanics in action. Each example establishes a tactical situation and walks through the relevant rule interactions.
1. Staff Pips and Command Radius
Situation: A Brigadier General must maneuver their brigade across an open field, but one regiment has strayed far from the command staff, and another needs to push hard. Relevant Rules: Command Measurement, Staff Pips, Double-Time
Example:
General Branch rolls a 2 for his Staff Pips this turn.
* The 7th North Carolina is currently 6.0" away from Branch (Tier 2: Standard Courier Range). Branch spends 1 Pip to issue them a Double-Time order. They move their base 6.0" allowance, plus an additional 1D6 inches.
* The 18th North Carolina is 14.0" away (Tier 3: Distant Courier Range). Branch has only 1 Pip remaining, but Tier 3 requires 2 Pips for special orders. The 18th is considered Out of Command. They may only execute a free, straight-ahead move and cannot deploy, wheel, or charge this turn.
2. Defensive Reactions & Opportunity Fire
Situation: A Confederate column attempts to march quickly past a deployed Union line, exposing its flank. The Union player interrupts their movement to punish the maneuver. Relevant Rules: Opportunity Fire, Flank Enfilade
Example:
The 5th Virginia is in Road Column and begins a 12.0" march across the front of the 14th Brooklyn (who are un-activated and deployed in Line).
* At the 3.0" mark of the march, the 5th Virginia crosses into the 14th Brooklyn's 45-degree firing arc.
* The Union player halts the Confederate movement and declares Reaction 2: Opportunity Fire.
* The 14th Brooklyn fires its volley. Because the 5th Virginia is in Road Column, the Brooklyn regiment claims the Flank Enfilade bonus (+1D6 bonus die).
* After casualties and suppression are resolved, the 5th Virginia (if they did not fail a Discipline Check) may complete the remaining 9.0" of their march.
3. The Mechanics of the Assault
Situation: A Union regiment launches a bayonet charge against a defending Confederate line holding a stone wall. Relevant Rules: Assault Declaration, Closing Defensive Volley, Shock Melee
Example:
The 2nd Wisconsin (Iron Brigade) declares an assault against the 26th North Carolina, who are defending a stone wall 8.0" away.
* The Charge: The Union player spends 1 Staff Pip. The 2nd Wisconsin advances toward the wall.
* The Interruption: At the 4.0" mark, the Confederate player halts the advance and declares Reaction 1: Closing Defensive Volley. They fire with a +1 bonus (Target in Open Ground) while claiming Heavy Cover (+2 Discipline) from the wall.
* The Impact: The 2nd Wisconsin takes 1 casualty and a Disorder marker, but passes their Discipline check and survives the volley. They complete the final 4.0" of their charge, moving into base-to-base contact.
* The Melee: Because the 26th North Carolina is defending an obstacle, the 2nd Wisconsin suffers a -1 modifier to their Shock resolution roll. Both sides roll 1D6 and apply their modifiers; the loser is driven back 4.0" and marked Hesitant.
4. Morale and the Rally Line
Situation: A brigade has taken severe casualties over several turns and approaches its breaking point. Relevant Rules: Brigade Morale Exhaustion, The Rally Line
Example:
The Irish Brigade has lost 4 physical stands throughout the battle. The Union player tracks this by turning the casualty die on the Brigadier's base to 4.
* During the next volley, the 69th New York loses another stand. The brigade's casualty die clicks over to 5 (its Exhaustion Threshold).
* The entire Irish Brigade immediately becomes Faltering.
* The Consequences: All regiments in the brigade are instantly marked Hesitant, halving their movement and preventing any further assault declarations. To recover, the Brigadier must fall back and establish a Rally Line, abandoning their offensive push to reorganize the men.