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“Learning history made fun.” - Victory Point Games Player Aid Cards and a 16-page full-color rulebook. There are ... GBJ uses the same game system as Shiloh and Chancellorsville,

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For more information:[email protected] 714-887-7052 http://www.paulkoeniggames.com/

Coming soon from PKG is Paul Koenig’s Fortress Europe (PKFE). More than 20

years in the making, PKFE is adapted from Avalon Hill’s Fortress Europa.

But this is no mere reprint of a clas-sic; PKFE is an entirely NEW game

with a new, much larger map that goes all the way to Berlin. To expand its scope, the

game ends in May 1945, not March, for example. The orders of battle are different, with new units

added and others altered to reflect historical realities. There are many additional rules concepts, such as the effects of combat engineers and expanded

use of Allied Overstrength divisions. There are also many more optional rules. Finally, all of the scenarios have been thoroughly redesigned and playtested, making them all well-balanced.

PKFE includes a 26x38 inch map, more than 400 laser-cut counters, at least six full-color Player Aid Cards, and a 48-page full-color rulebook.

The third game published by PKG will be Gettysburg: Bloody July, 1863 (GBJ).GBJ is Volume 3 in Paul Koenig’s Bloody Civil War series (Shiloh: Bloody April, 1862, appeared in Strategy & Tactics #264 and Chancel-lorsville: Bloody May, 1863, was recently published by PKG). GBJ is a low-complexity, two-player or solitaire game covering the events in Pennsylvania in early July, 1863. As the Confederate player you must converge on the town of Gettysburg and seize the high ground beyond before the bigger Army of the Potomac can concentrate. As the Union player you must hold off Bobby Lee’s desperate assaults until Meade can bring up the entire army and strike a crushing blow. GBJ includes eight 11” x 17” maps and more than 200 laser-cut counters, two full-color Player Aid Cards and a 16-page full-color rulebook. There are three shorter scenarios and the full Campaign game.

GBJ uses the same game system as Shiloh and Chancellorsville, whichwere adapted from the intermediate game of Avalon Hill’s Gettysburg (1977). But this is no reprint of a classic. GBJ includes a brand new map at 200 yards per hex and, like its predecessors in the series, includes terrain effects that were conspicuously missing from the original AH version of the game. But, there are no supply or command & control rules. Paul Koenig’s Bloody Civil War series are old-fashioned beer & pretzels wargames; rock ‘em, sock ‘em, “bloody” affairs.

“Learning history made fun.”

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Paul Koenig’s Bloody Civil War Series Vol. 2

CHANCELLORSVILLE: Bloody May, 1863

Table of Contents[0.0] USING THESE RULES............................. 1[1.0] INTRODUCTION....................................... 1[2.0] GAME EQUIPMENT................................. 1[3.0] SETTING UP THE GAME........................ 2[4.0] SEQUENCE OF PLAY............................... 2[5.0] MOVEMENT............................................... 3[6.0] STRATEGIC MOVEMENT...................... 3[7.0] STACKING.................................................. 3[8.0] ZONES OF CONTROL.............................. 3[9.0] COMBAT..................................................... 3[10.0] COMBAT RESOLUTION....................... 4[11.0] TERRAIN & OTHER EFFECTS ON COMBAT....................... 5[12.0] SHATTERED & DISORGANIZED UNITS.................... 6[13.0] ORDERS OF BATTLE............................. 6[14.0] HEADQUARTERS................................... 6[15.0] HOOKER................................................... 6[16.0] NIGHT....................................................... 7[17.0] SURPRISE................................................. 7[18.0] HOW TO WIN.......................................... 7[19.0] SCENARIOS............................................. 8[20.0] OPTIONAL RULES................................. 9 DEDICATION......................................... 9 CREDITS................................................. 9 DESIGNER’S NOTES........................... 10 BIBLIOGRAPHY................................... 11 RULES Q&A.......................................... 11

[0.0] Using These RUlesNew gaming terms, when they are initially defined, appear in dark red lettering for quick referencing.The instructions for this game are organized into major “Rules” sections as shown in large green Caps font, and represented by the number to the left of the decimal point (e.g., rule 4.0 is the fourth rule). These rules generally explain the game’s subject matter, its components, the procedures for play, the game’s core systems and mechanics, how to set it up, and how to win.With each Rule, there can be “Cases” that further explain a rule’s general concept or basic procedure. Cases might also restrict the application of a rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule.Important information is in red text.

References to examples of a Rule or Case are in blue text and this font.Text in shaded boxes, like this, provides the voice of the game’s designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case.

[1.0] inTRodUCTionFollowing the debacle at Fredericksburg in December of 1862, President Lincoln replaced Burnside as commander of the Army of the Potomac with Maj. Gen. Joseph Hooker. Hooker came up with one of the most audacious flanking maneuvers of the war. Leaving two corps at Fredericksburg to pin Lee, he would march the rest of his army north and west, cross the Rapidan River, and place himself at Chancellorsville. The move, if successful, would place the Army of Northern Virginia between two Union armies, ready to be crushed as if in a vise.The opening move worked, but then Hooker sat still as if waiting (or daring) for Lee to attack him. Lee did indeed attack. But the move was so unconventional as to catch Hooker completely by surprise. Lee divided his forces in the face of the enemy—a textbook no-no—not once, but twice! First, he left a group at Fredericksburg to delay any Union crossing in that area. Then, with his remaining forces, he left only two divisions in front of Hooker, while the remainder of his army under Jackson (28,000 strong) marched around the Union right and attacked them in the rear at sunset on May 2, 1863.Chancellorsville: Bloody May, 1863 (CBM) is volume two of Paul Koenig’s Bloody Civil War Series. It is a two-player wargame simulating Jackson’s infamous flank attack that occurred west of the Chancellor House (Chancellorsville) on May 2, 1863. As the Confederate player, you must try to crush Hooker’s unsuspecting army. As the Union player, you must regroup from the initial shock of the blow, hold onto the Chancellor House, and counter-attack against Lee’s outnumbered forces.

[2.0] game eqUipmenTParts Inventory

● 4 11x17” maps ● 1 sheet of 132, double-sided game pieces ● 1 sheet of 31, double-sided game pieces● 1 Rules booklet● 1 6-sided die

[2.1] The Game Map and ScaleThe game map represents the area in Virginia where the actual campaign took place. A hexagonal grid has been superimposed to regulate movement and the position of the playing pieces. A unit must always be located in a specific hex. Explanations of the terrain features are found on the Terrain Effects Chart, which, along with other tracks and tables, is located on the back of this rulebook.The scale of the map is about 300 yards per hex. Turns are one hour of real time, except the Night turn, which is seven. [2.2] The Playing PiecesThe playing pieces represent the actual military units that fought in this campaign. The numbers and symbols on the playing pieces represent the strength and type of unit represented by that playing piece.The Confederate player controls the Confederate (gray) units. The Union player controls the Union (blue) units. Each military unit’s setup hex or Game Turn (GT) of entry is listed in the Scenario Instruction (see 19). Markers are provided to help players remember certain information during the game.

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Sample Unit Types

The non-marker playing pieces are hereafter referred to as “units.”Combat Unit Types

InfantryArtillery Cavalry Horse Artillery

Non-Combat Unit Types Headquarters

Marker Type Symbols

Divisional ColorsFirst Division RedSecond Division WhiteThird Division BlueFourth Division GreenCorps units Black

Combat Strength measures a unit’s value in battle as expressed in Strength Points; higher numbers are stronger.Movement Allowance determines how far the unit can move expressed in Movement Points; higher numbers are faster.Units are either brigades or batteries.Unit identification is for historical interest. To the right of the Unit

Disorganized 1& 2

Shattered

Game Turn

Objective Hex

Type Symbol box is that unit’s brigade number; to the left, its Home State for Confederates or Corps badge for Union; above it you’ll find its Brigade Commander (top-- in bold) and Division Commander (bottom). The colored band across the top represents its parent Corps.The map is divided into hexagons (we call them “hexes” for short), which define units’ positions just like the squares of a chessboard. The map also shows important terrain such as fords, farms, towns, cities, roads, rivers, and so forth.The six-sided die has nothing to do with the movement of units.[2.3] Most units are composed of two “steps” or strength levels. When a unit is at full-strength, it is displayed with its reduced side up. When a unit is reduced (through combat or entrance into the game at a reduced level), it is displayed with its lighter shade side up. Units with their lighter shade side up are referred to as units at “reduced” strength. When a unit at reduced strength loses a step, it’s eliminated from play.

The RUle of halves

Whenever a value is halved for any reason, always round fractions up!

[3.0] seTTing Up The game[3.1] Unfold the map and place it between the players, with the Confederate player seated along the west edge and the Union player seated along the east edge. [3.2] Punch out the counters and place them in the appropriate set up hexes on the map or in the appropriate time of arrival sections of the Turn Record Track as indicated by the Scenario rules (see 19). [3.3] Since all starting units are setup in specifically designated hexes, both players may set up simultaneously. The Confederate player moves first.[3.4] After both players have set up their units, play proceeds to the first game turn. Place the Game Turn marker in the appropriate space of the Turn Record Track. After following these steps to set up the game, the players begin the game and follow the Sequence of Play (below) until the scenario is completed.

[4.0] seqUenCe of playHow the Turns Work: The Confederate player moves first. He must follow the sequence of activities in the exact order described below. On completion of the Confederate Turn, the Union player takes his turn following the identical sequence. Upon the conclusion of the Union Turn, a complete “game turn” has been completed and the Game Turn marker is moved to the next box along the Turn Record Track. The player who is currently taking his turn is referred to as the “phasing player;” the other player is the “non-phasing player.”1. Disorganized Phase. The Phasing player flips over all “Disorganized 2” markers on his own units so the “Disorganization 1” side shows upward. 2. Movement Phase. None, some or all of the phasing player’s units on the map are moved up to their maximum Movement Allowance (MA), as he desires. Reinforcements scheduled to enter on the turn in progress may be brought on the map at the prescribed location and moved. The Non-phasing player may not move any of his units at this time.3. Combat Phase. Any and all attacks initiated by the movement of the phasing player’s units are resolved. The phasing player is the “attacker” in all of them, no matter the general situation across the map. The non-phasing player may not initiate attacks at this time, and is always the “defender,” no matter the general situation across the map.

Brigade commander

Commander

Corps Name

Corps BadgeReorganization ValueReorganization RangeMovement

Division commanderState symbol (colorrepresents division #)

Combat factor

Unit type (infantry)

Color band indicatescorps

Brigade number

Movement factor

Breastworks+1 DRM

No Retreatshattered

Breastworks

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4. Reorganization Phase. The phasing player rolls one die for each of his own units with “Disorganized 1” markers on them in order to determine if it reorganizes at this time.

[5.0] movemenT[5.1] In the Movement portion of your own side’s player turns, you may move as many of your units as you want--some, all or none—within the following strictures.[5.2] Units are moved across the hex-grid—from hex to contiguous hex--in any direction or combination of directions up to the limit of their MA. [5.3] Units may move over, and / or stack on top of, other friendly units. Movement factors may not be transferred from one unit to another, nor can they be accumulated from turn to turn.[5.4] Generally, a unit moving its full MA may move a number of hexes equal to its Movement Factor (MF). For example, a unit with a MF of six may move a maximum of six hexes, though some hexes will cost more than one MF due to the terrain in them.[5.5] Note that units may have their movement curtailed by terrain (see the Terrain Effects Chart printed on the back of this rulebook), and by enemy units and their Zones of Control (see 8.0).[5.6] In regard to terrain costs, a unit eligible to be moved may always move a minimum of one hex, no matter what the terrain cost involved. Note, however, that one-hex guarantee doesn’t allow any unit to enter a hex containing a terrain type prohibited to it.[5.7] No unit may enter an enemy occupied hex.[5.8] The Ni River is to be treated as a creek for all game purposes.

[6.0] sTRaTegiC movemenT ProcedureStrategic Movement is a special type of movement that permits a unit to move farther than would normally be allowed.

General Rule To be able to make a strategic move, a unit must meet the following three qualifications at the start of that move.

1. A unit may use strategic movement only by traveling along contiguous road hexes across hexsides traversed by the road.

2. A unit, while conducting strategic movement, may not enter any hex within three hexes of any hex occupied by one or more enemy units of types other than headquarters (this is called the range of influence). Count from the hex of the moving unit to the hex of the non-HQ enemy unit(s). Don’t count the moving unit’s hex; do count the enemy unit’s hex. Don’t count along the possibly convoluted road-path; count in as straight a path of hexes as possible.

3. A unit that’s used strategic movement during any portion of its move may not that same phase enter any hex immediately adjacent to an enemy non-HQ unit, even if it isn’t using strategic movement to do so.[6.1] Units utilizing strategic movement may move up to four road hexes for every MF expended. Disorganized and shattered units may move up to two hexes for every MF expended. Infantry and artillery could therefore move up to 24 hexes; cavalry could move up to 32, and headquarters up to 48.[6.2] A unit may combine normal and strategic movement in order to allow it to move on both road hexes and non-road hexes in the same phase, as long as it does not exceed its MA or move adjacent to an enemy combat unit. It may switch from one type of movement to the other only once per phase. It may not switch back again that same phase.[6.3] An otherwise eligible unit isn’t required to use strategic movement while moving along road hexes.[6.4] In any given friendly movement phase, artillery units may

expend no more than two of their MF to move into non-road hexes. To move more than two hexes in a phase, they must utilize strategic or normal movement on road hexes.[6.5] Units moving along the Unfinished Railroad may do so at one MF per hex. However, units may not use Strategic Movement along those hexes.

[7.0] sTaCKing[7.1] Both players may place two units, maximum, of either infantry or cavalry or one of each of those types, in the same hex (called stacking). A friendly artillery unit may be added to such two-high stacks (or to hexes containing lone cavalry or infantry units) to increase the stacking total to a maximum of three units. Artillery units may not stack with other artillery units. There can never be more than one artillery unit in any given hex at any one time.[7.2] Any number of friendly HQ units may occupy the same hex by themselves or in combination with any other properly stacked units (as described in 7.1). [7.3] Stacking restrictions apply at the end of every friendly movement phase. During movement any number of units may enter and pass through any given hexes, as long as only units conforming to the stacking restrictions given above remain in the hex. Friendly units found to be in excess of stacking limits at the end of a friendly movement phase are eliminated (owning player’s choice).[7.4] Groups: Alternatively, decided on a hex-by-hex and phase-by-phase basis, you may substitute for the stacking strictures given above a “group” of no more than five infantry or cavalry units whose combined strength is not greater than five strength points. A group functions in combat as if it were a single combat unit. Artillery may never be included in hexes containing infantry or cavalry groups. There may never be a mixed cavalry and infantry group in the same hex.Group counters have been included should players choose to use them. For example, the Confederate player could substitute Confederate Infantry Group B (CF 4) for two reduced infantry units whose combined CF is 4.

[8.0] ZONES OF CONTROL [8.1] All units, except HQs, exert a zone of control (ZOC) into the six hexes adjacent to the hex it occupies.[8.2] A unit that enters an enemy zone of control (EZOC) must stop its movement in that hex for that phase. Its movement for that phase is ended. When a unit enters any hex in an EZOC, combat will result.[8.3] ZOC don’t extend into river hexes or across river hexsides. Friendly ZOC don’t in any way inhibit friendly movement.[8.4] A unit that starts its side’s movement phase in an EZOC may leave that EZOC, but is thereby considered “disorganized.” A “Disorganized 2” marker is placed on such a unit to indicate that status. Such a moving unit may re-enter an EZOC, of the same or different enemy unit, but would then have to end its move in that new EZOC hex. A unit that starts its move in a hex in an EZOC may move from that hex directly into an adjacent EZOC hex, of that same enemy unit or a different one, but then must stop and may not move farther that turn. Such EZOC to EZOC units also get “Disorganized 2” markers. [8.5] A unit that’s used strategic movement during any portion of its move may not enter any hex containing an EZOC.

[9.0] CombaT[9.1] In general, a combat unit that enters an EZOC has thereby initiated combat against one or more of the enemy units to which it has moved adjacent. [9.2] The phasing player may move as many of his units into EZOC as he is able before starting the resolution of any of those attacks.

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[9.3] All hexes occupied by enemy combat units to which the phasing player has friendly combat units adjacent must be attacked during his combat phase.[9.4] Not all friendly combat units adjacent to a hex occupied by an enemy combat unit or stack need attack, as long as at least one friendly combat unit does attack into such adjacent enemy occupied hexes. [9.5] Not all defending combat units in a hex need to defend, as long as one combat unit does defend in each hex attacked. [9.6] No more than one infantry or cavalry unit (or group) of the attacking player’s choice may attack from one hex during the same combat phase. Any excess infantry and/or cavalry units in the hex aren’t allowed to attack. Artillery units may always attack.[9.7] One-Direction Attacks: No more than one infantry or cavalry unit (or one group) of the defender’s choice may defend in any one hex against a one-direction attack. A one-direction attack is defined as an attack coming from just one hex or two immediately adjacent hexes. Any excess infantry and/or cavalry units in the hex aren’t allowed to participate in defense against such attacks. [9.8] Two-Direction Attacks: Two combat units (or a group of units) may defend, at the defending player’s option, in one hex against a two-direction attack. In such cases, however, each defending unit (or group) must be attacked separately by the attacker. A two-direction attack is an attack coming from two non-adjacent hexes or from three or more hexes.[9.9] Artillery in Combat: An artillery unit in a hex may add its combat strength to the defending unit in the hex or defend on its own. If more than one unit is defending in the same hex against a two- direction attack, it may add its strength to either defender or split its strength and apply part to each defense. Note that there are no range rules in this game. Artillery fire from adjacent hexes only, just like other combat units.[9.10] The defender indicates which units in a defending stack are defending before the attacker indicates which of his particular units are attacking.[9.11] HQ & Combat: A headquarters (HQ) unit not stacked with combat units is never involved in combat. HQ may not enter EZOC unless that hex is occupied by one or more friendly combat units at that time. If an enemy combat unit moves adjacent to a friendly headquarters unit alone in a hex, the player owning that HQ immediately uses the Headquarters Table for the disposition of each such HQ unit. If that occurs during the opponent’s movement phase, the enemy combat units involved may continue their movement without penalty. Each HQ stacked with friendly combat units that are involved in either attack or defense must also consult the Headquarters Table at the end of each combat resolution. [9.12] Headquarters Table: On a die roll of one, the HQ is eliminated. On a die roll of two through six, the HQ, if not already stacked with a combat unit, must move to the closest friendly combat unit of the opponent’s choice.[9.13] No unit may attack or defend against any enemy unit to which it isn’t adjacent.[9.14] Loaning Combat Strength Points: A defending player unable to defend a hex with an infantry or cavalry unit (or group) with a combat strength of five or more may add combat strength points from another unit of the same type in that same hex in order to increase the defense strength up to five. Only one unit may loan combat strength in that way, and only one unit (or group) may receive such loaned strength points within a hex during any one attack. If the combat results affect the reinforced unit, they affect the lending unit equally if it has loaned at least half of its strength, otherwise it is not affected at all. [9.15] Multi-Hex Combat: When a unit attacks two or more

defending units (or groups) in two or more hexes, the defensive combat strength in each attacked hex are totaled into one combined strength for odds calculation.[9.16] When two or more units make a one- direction attack against one defending unit (or group), the attacking player chooses to attack with either or both units if in different hexes. If he chooses to attack with both, the attacking units’ strengths are totaled into one combined strength for odds calculation.[9.17] Defensive Field: When two or more units attack a hex containing at least two combat units (or a group) in a two-direction attack, and the defending player exercises his option to defend with two units, the attacking player must attack both units separately. The defender must indicate which pair of adjacent hexes (or defensive field) each unit will defend (they may not overlap), and to whom the friendly artillery in the hex (if any, and if it is not defending by itself) will apply its combat strength before the attacker indicates his attacking units. An attacking unit may only attack the defending unit in whose defensive field it occupies.The defensive field represents facing, as found in many Civil War-era games. [9.18] When several units in different hexes attack several enemy units in different hexes, the attacker has the choice of dividing combat into more than one attack as long as the following conditions are met.

1. He must attack the defending units chosen by the defender in every hex to which he has attacking units adjacent.

2. All attacking units must be adjacent to the units in the hex they’re attacking.[9.19] Attacks at odds of less than 1:3 aren’t allowed. In cases where odds are found to be worse than 1:3, all would-be attacking units must retreat before combat. Attacks at odds of greater than 5:1 are treated as 5:1.

[10.0] baTTle ResolUTion[10.1] To resolve each attack, the attacker’s combat strength is compared to the defender’s combat strength as a ratio (attacker’s strength first). The ratio is rounded in favor of the defender. For example, eight factors attacking four factors becomes 2:1 odds; three factors attacking seven factors becomes 1:3 odds. The odds are cross-indexed with a die roll on the Combat Results Table (CRT) to get the result of that one combat. The combat result must be applied immediately.[10.2] The attacker rolls the die and resolves the battle according to the result corresponding with that die roll under the proper odds column of the CRT. Modified die rolls less than ‘0’ are treated as ‘0’ results. Similarly, modified die rolls greater than ‘7’ are treated as ‘7’ results.[10.3] Combat results are applied as follows: DR + D1 = One defending unit, of the defender’s choice, loses one step and all involved defending units retreat. D1 = One defending unit, of defender’s choice, loses one step. EX = Exchange = One defending unit and one attacking unit, each of the owning players’ choice, lose one step each. C = Contact = No result. All units simply remain in place. EX + DR = One defending unit and one attacking unit, each of the controlling players’ choice, lose one step and all involved defending units retreat. EX + AR = One defending unit and one attacking unit, each of the controlling players’ choice, lose one step and all involved attacking units retreat. A1 = One attacking unit of the attacker’s choice loses one step. AR + A1 = One attacking unit of attacker’s choice loses one step and all involved attacking units retreat.

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[10.4] Retreats: The owning player always retreats his own units. All retreats are conducted in the same way. Each retreating unit may retreat either one or two hexes, at the controlling player’s discretion. The first hex entered by the retreating unit must be directly opposite the enemy unit’s hex. [10.4.1] If a retreating unit is adjacent to more than one enemy unit, the retreating player may choose which hex to retreat into, as long as it is directly opposite one of its opponent’s hexes. [10.4.2] The second hex of a retreat may be in any direction the controlling player desires. It may not retreat back into the hex from which it just retreated. [10.4.3] A unit can never retreat into a hex in an EZOC if there is another non-EZOC retreat hex available. [10.4.4] If a unit must retreat into an EZOC because there are no other hexes that aren’t in EZOC, it must end its retreat at that EZOC hex and may retreat no farther. No second hex of retreat may be made into an EZOC hex. [10.4.5] A unit that retreats onto friendly units may ignore stacking restrictions. If that stack is attacked in the next combat round or phase, the retreated-in unit’s strength isn’t counted in defense, though such units would be subject to the combat result. The controlling player must conform to stacking restrictions by the end of his next movement phase or eliminate the over-stacked units (owning player’s choice).[10.5] Voluntary Retreats: After all attacks have been resolved, the attacker may choose to retreat any or all of his units that then remain adjacent to enemy units. Such retreats are called voluntary retreats, and they’re conducted under the same strictures as given above. After the attacker has conducted his voluntary retreats, if any, the defender may choose to voluntarily retreat any or all of his units then still adjacent to enemy units. Note that a unit may not advance after combat (see 10.6 below) if the defender’s hex was vacated in this manner.[10.6] Advance After Combat: A unit may advance into a hex vacated by an enemy unit(s) if it qualifies under any one of the following criteria.

1. It’s adjacent to a hex vacated as a result of combat and it, or any units stacked with it, participated in an attack that included at least one of the units in the vacated hex.

2. All advances must be made immediately as they become available. Any number of units that qualify may advance within stacking restrictions.

3. A unit may advance one hex into a vacated hex, or to an unoccupied hex adjacent to the vacated hex, as long as at least one advancing unit occupies the vacated hex.[10.7] Combat Rounds: After all battles initiated by the attacker have been resolved and all retreats and advances conducted, a round of combat has been completed. If, after a round of combat, there are no longer any units in EZOC, that combat phase is over and the phasing player proceeds to his reorganization phase. If, however, there are still enemy units adjacent to one another, another round of combat may be conducted by attacker’s choice. There’s no limit to the number of combat rounds that may occur in a given combat phase. [10.7.1] Units that attacked or defended in a previous round of combat need not attack or defend in the current round. Both players may choose to attack or defend with units different than those used in a previous round, based solely on their positions relative to one another at that time. [10.7.2] All combat rounds are conducted in the same way, and all must conform to the rules and qualifications of combat with one exception: after the first round of combat, the attacker isn’t required to attack every defending hex to which he has friendly units adjacent. If he does choose to attack a hex, or hexes, with one

or more attacking units, he must attack every defending hex to which these attacking units are adjacent.[10.8] Steps: Each combat unit has two steps. The front side is the unit at full strength; the reverse side of the counter is the unit at a reduced strength. A unit at reduced strength may only attack using the reduced-strength combat factor printed on the reverse side of its counter. [10.8.1] A unit that loses a step as a result of combat is flipped over so its reduced strength side shows upward. A unit that’s already lost a step is eliminated (permanently removed from play) if it’s forced to lose another step. [10.8.2] When losing a step as a result of combat, the owning player may take it from any of his units (if not in a group), involved in that battle. Combat results that affect a group of units affects each unit in the group equally. That is, for example, a combat result of “D1” would force each unit in a defending group to lose one step, not just one unit within the group.

[11.0] TeRRain & oTheR effeCTs on CombaT[11.1] A unit that occupies a woods or Unfinished Railroad hex doesn’t have to retreat if called on to do so by the CRT. The controlling player may decide to retreat but isn’t required to do so.[11.2] Units may be retreated off the map if in a position to do so. In such cases, they must remain off the map at least one complete turn, and they may return as if they were a reinforcement, either via their exit hex or via the closest hex not then in an EZOC (owning player’s choice on a case by case and turn by turn basis). Units may not retreat off-map via a river hex.[11.3] Negative Die Roll Modifiers: Combat die rolls can be modified in the attacker’s favor as follows.

[11.3.1] In any attack, if one or more of the attacking units is on a higher elevation than all involved defending units, subtract one from the die roll.

[11.3.2] For each defending unit in a battle that’s disorganized (level “1” or “2”) or shattered, subtract one from the die roll.

[11.3.3] If one or more HQ units with a reorganization value (see 14.1) of four or more is stacked with an attacking unit, subtract one from the die roll.

[11.3.4] For every unit attacking from a hex that isn’t within the defender’s stated two-hex field of defense (see 9.17), subtract one from the die roll.

[11.3.5] For each defending unit that isn’t alert (see Case 17.0), subtract one from the die roll.[11.4] Positive Die Roll Modifiers: Combat die rolls can be modified in the defender’s favor as follows.

[11.4.1] If one or more defending units is on a higher elevation than all attacking units, add one to the die roll.

[11.4.2] If one or more HQ units with a reorganization value of four or more is stacked with a defending unit, add one to the die roll.

[11.4.3] For each cavalry unit involved in an attack against at least one infantry unit, add one to the die roll.

[11.4.4] For every attacking unit that’s disorganized, add one to the die roll.

[11.4.5] If any attacking units are located in a swamp hex, add one to the die roll.

[11.4.6] If any defending unit is located in a swamp unit, add one to the die roll.Swamps are not a good place to be. Whether attacking or defending, you will be penalized for fighting in a swamp.

[11.4.7] If a defending force is attacked solely through creek or stream hexsides, add one to the die roll. If one or more attacking

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units are on the same side of the creek/stream as the defending force, this modifier is cancelled. Note that combat is not allowed across river hexsides.

[11.4.8] If a force is defending in an Unfinished Railroad hex, add one to the die roll. If one or more attacking units are in Unfinished Railroad hexes, this modifier is cancelled.[11.5] All Union cavalry (including horse artillery) have their strength doubled when defending.[11.6] A disorganized unit that loans part of its strength to another unit also loans its disorganization to that unit.

[12.0] shaTTeRed & disoRganiZed UniTs[12.1] Combat units that exit an EZOC--whether involuntarily as a result of combat, voluntarily during the voluntary retreat step, or during their movement phase--are thereby disorganized. All units that become disorganized must have a “Disorganized 2” marked placed on them to indicate their status.[12.2] At the start of each of his disorganization phases, the phasing player flips over every “Disorganized 2” marker then on his own units so their “Disorganized 1” sides show upward.[12.3] During each of his own reorganization phases, the phasing player rolls a die for each of his units with a “Disorganized 1” marker on it and that isn’t adjacent to an enemy combat unit. A roll of one or two means a rolled-for unit has reorganized, and the marker is removed. A roll of three through six means the unit is still disorganized. Headquarters may affect the die roll (see 14.0).[12.4] An attacking or defending unit that loses a step in combat is shattered. The effects of shattering don’t set in until the end of the combat phase (not round) in which the step is lost. At the end of the combat phase, a “Shattered” marker is placed under each unit that lost a step any time during that phase.[12.5] Effects of Being Shattered or Disorganized: The two levels of disorganization affect combat units in the same way. The two levels have been distinguished from each other only as a convenient means of regulating the time for reorganization. Shattered and disorganization affect combat and strategic movement as follows:

1. For every attacking unit that’s disorganized in a battle, add one to the combat die roll.

2. For every defending unit that’s disorganized in a battle, subtract one from the die roll.

3. A disorganized cavalry or infantry unit may use strategic movement, but moves only two hexes per MF expended.

4. A shattered unit may not attack, nor may it enter EZOC. It may defend, but only using its reduced combat strength. When/if it loses its shattered status—which occurs automatically during the single “Night” game turn; see section 16.0-- it may attack the following day, but only using its reduced combat strength.

5. A shattered unit surrounded by EZOC and/or enemy units at the start of its own side’s movement phase surrenders at that time. Remove such units from the board as if they were eliminated. If an HQ is present, roll on the HQ Table. Theoretically, such a unit could move as in 8.4. However, rule 8.2 forces the unit to then attack while 12.5(4) above prohibits a shattered unit from attacking. Hence, the unit surrenders. Historically, the 128th PA regiment (Knipe’s brigade, I/XII) surrendered after being surrounded near Dowdall’s Tavern.[13.0] oRdeRs of baTTle[13.1] Each player’s order of battle and appearance is presented in Section 19.0.[13.2] Units designated to arrive in play during the turn in progress may enter via the entry hex listed at any time during the owning player’s movement phase.

[13.3] Reinforcements may not enter in stacks except for HQ, which may stack freely with any unit. All other units must enter individually, though they may stack after they leave their hex of entry.[13.4] When a unit enters the map, it must count the first hex it enters as part of its move. If more than one unit is to enter along the same road, they must do so “in column,” so each unit entering moves at least one hex less than the one preceding it. That is, it’s considered to have started its move from off the map one hex behind the preceding unit. [13.5] Units may enter via road hexes using either normal or strategic movement, decided on a unit-by-unit basis by the owning player.[13.6] Units entering via the same hex during the same phase may do so in any order determined by the controlling player.[13.7] Units scheduled to enter via a road hex that’s enemy occupied or in an EZOC may not enter at that hex. In that case, for the loss of one MF, they may enter up to two hexes away from their blocked entry hex. Such units may expend any number of MF in order to move a desired distance away from their blocked entry hex, as long as at least one MF remains unspent to actually enter an edge hex. For example, three MF expended would allow a blocked unit to enter the board up to six hexes from the designated entry hex. If more than one unit uses this variable entry option and they enter at the same hex, they must enter in column as described in 13.4.[13.8] The variable entry option given above is voluntary, and a reinforcement may utilize it even if its listed entry hex isn’t blocked by enemy units.[13.9] Reinforcements don’t have to enter on the turn indicated, but may delay arrival for as long as desired by the controlling player. They may not change their entry hex, however, except by using the variable entry option of 13.7.

[14.0] headqUaRTeRs[14.1] Headquarters (HQ) have a special function in aiding the reorganization of disorganized units and in modifying the combat die result. On the top right of each headquarters counter is a number called its reorganization value. That number represents the maximum die roll a player needs to roll during his reorganization phases in order to reorganize disorganized units with the aid of that HQ. [14.2] Union corps HQ may apply their reorganization value to all units in their corps within three hexes of their location. This is called the reorganization range and is printed on the right center of each HQ as a reminder.[14.3] Union army HQ may apply their reorganization value to all units in their army within three hexes of their location.[14.4] Confederate corps HQ may apply their reorganization value to all units in their corps within five hexes of their location.[14.5] Confederate army HQ may apply their reorganization value to all units in their army within five hexes of their location.[14.6] There’s no priority as to which HQ to use if more than one qualifies to aid in reorganizing the same unit. The controlling player may choose any one of the qualifying headquarters to aid in reorganization for which it’s eligible. Only one reorganization attempt may be made per unit per friendly reorganization phase.[14.7] Those HQ with reorganization values of four or more may modify the combat die roll by one in their own side’s favor in any battle in which they’re stacked with either an attacker or defender.

[15.0] hooKeR[15.1] The Hooker HQ may not move unless a Union corps commander is killed in battle. In such cases, Hooker may move so as to use his reorganization value to reorganize disorganized units without a commander. Exception: see 15.4.[15.2] The Roof Caves In: Starting with Game Turn 6 (May 3, 5am) and lasting for the rest of the game, if, at any time during the Union

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player’s turn, Hooker is within three hexes of an enemy artillery unit, the Union player rolls a 2d6. On a die roll of 2-3, Hooker is incapacitated by a Confederate cannonball. For each turn after turn 6 that an enemy artillery unit is still in range, add 1 to the successful die roll range. For example, assume that a roll is required on turn 6 and fails (2-3). If a roll is then required on turn 7 it would succeed in incapacitating Hooker on a 2-4 instead of just 2-3. Assume that on turn 8 no roll is necessary but it is on turn 9. That roll would succeed on a 2-5. Players should keep track of the current successful DR range on a piece of paper. For example, if this is the first turn that an enemy artillery unit is three hexes (or less) from Hooker, the success range is 2-3. Finally, if the enemy battery is two hexes away, subtract 1 from the actual die roll; if one hex away, that is they are adjacent, subtract 2 from the die roll. If the initial die roll fails, so long as Hooker remains within three hexes of an enemy battery, continue to roll for incapacitation at the beginning of each Union player turn.Hooker cannot be killed, only incapacitated. Sorry folks, but you’re stuck with him. If Hooker is adjacent to an enemy combat unit during the Confederate player’s turn (staring with turn 6), roll for incapacitation immediately. Then, regardless of the roll’s outcome, move Hooker to the closest friendly combat unit of the opponent’s choice.[15.3] Effects: If Hooker becomes incapacitated, the Union command is paralyzed. When the Union command is paralyzed, it remains so until Hooker announces a withdrawal or the scenario ends, whichever happens first. While paralyzed, the units of only one Union corps may move and attack per turn. The Union player always chooses which corps to activate for the turn. However, only an alert corps may be activated. If non-activated units are adjacent to enemy units they must attack as per 9.1. However, because of the “disorganized” state of the Union command, all non-activated attacking units suffer a +1 to the die roll in addition to any other modifiers.[15.4] Union Withdrawal: Before any turn after Hooker has become incapacitated, the Union player may announce a withdrawal. From that point on, all Union corps are alert and activated for movement. However, once a withdrawal is announced, Union units may not enter an EZOC for the remainder of the game. Furthermore, Union units must begin moving in the direction of US Ford. Hooker may move in conjunction with a withdrawal. This is an exception to 15.1.At 9:15am on May 3, Hooker was leaning against a column of the Chancellor House when a Confederate cannonball hit the house and caused the roof to cave in. Hooker was knocked to the ground, senseless and badly injured. However, Union doctors refused to declare him incapacitated and he retained command. From this time on, no one seemed to be in command and all Union decisions were defensive and “stop-gap” in nature. Finally, around 10am, Hooker ordered a withdrawal.Aside from a rearguard action to cover the retreat, the battle of Chancellorsville was over.

[16.0] nighT[16.1] The length of time covered by the game includes a night turn (9pm-4am). [16.2] During the night turn, combat isn’t allowed, nor may units enter EZOC. A unit that starts the night turn in an EZOC may remain there during the night turn without attacking. It may retreat out of the EZOC, but may not do so if it would mean entering another EZOC.[16.3] At the start of the night turn, both players, before starting any other activities, remove all disorganized and shattered markers from all units on the map.[16.4] Only strategic movement may be utilized during the night turn, except as described above in 16.2. All combat units’ range of

influence is reduced from three hexes to one hex during the night turn.

[17.0] sURpRise[17.1] No Union unit may move during the May 2, 5pm game turn. Effectively, the Confederate player has two consecutive turns (5pm and 6pm). Beginning with the May 2, 6pm turn, only alerted Union units may move. A unit that’s attacked does become alert by that attack. This method of becoming alerted, however, does not pertain to the entire corps but only the individually attacked unit. Player’s Note: This is different from Shiloh: Bloody April, 1862, where attacked units did not become alert.[17.2] Only the following units are alert at the beginning of the May 2, 6pm turn: All units of Howard’s XI Corps, except Barlow’s brigade. Note, however, that Reynolds’ units have restricted movement (see 19.2).The Union Army at Chancellorsville was caught completely by surprise by Jackson’s flank attack. One source, Chancellorsville 1863: Jackson’s Lightning Strike by Carl Smith, stated “it was suppertime in the Union camp. Some troops were relaxing on their bedrolls, their muskets stacked … when the howl of the rebel yell came from out of the sunset behind them.” (p. 52)[17.3] Beginning with the start of May 2, 7pm turn, use the following procedure to determine if the remaining Union corps are alerted or not. Once alerted, all Union units subordinate to that corps are considered alert then and for the rest of the game. Note that Barlow’s brigade of Howard’s corps automatically becomes alert on the May 2, 7pm turn.

1. The Union player must roll a die for each of his corps HQ (except Howard and Reynolds) to determine if they are alerted or not.

2. Determine which unit of the Union corps is closest to a unit of Jackson’s corps. Count the hex the enemy unit is in but not the hex the friendly unit is in.

3. If there are more than six hexes between the two units the corps may not become alert; if they are six hexes apart, the corps becomes alert on a die roll of one; five hexes is one or two; four hexes is one through three; three hexes is one through four; two hexes is one through five; if the units are one hex away the corps automatically becomes alert. [17.4] For every defending unit in a battle that isn’t alert, subtract one from the die roll. Note that all Confederate units are always alert. Alert rules pertain to the entire game.Player’s Note: This is different from Shiloh: Bloody April, 1862, where alert rules did not pertain to the second day of the battle.

[18.0] hoW To Win[18.1] Both players continue alternating their player turns and marking time on the Turn Record Track until the last game turn of the scenario being played has been finished, or one player gives up, whichever comes first.[18.2] Each player gains a certain number of Victory Points (VP) for accomplishing the following objectives. Both players should openly keep a running total of their own VP on a piece of paper off to the side of the map.Victory Points Awards TableUnion Conf. Objective3 3 Each eliminated opposing infantry or artillery unit6 6 Each eliminated opposing cavalry unit1 1 Each opposing infantry or artillery unit at reduced strength at the end of the game 2 2 Each opposing cavalry unit at reduced strength at the end of the game10 20 Occupation of the Chancellor House

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-- 10 Occupation of US Ford-- 5 Occupation of Ely’s Ford-- 5 Occupation of the Ely’s Ford Road intersection (2513)-- 5 Occupation of the Wilderness Church intersection (2923)-- 5 Occupation of Hazel Grove5 5 Occupation of the Mountain Road intersection (2401)1 -- For each Union combat unit on or south-east of the Furnace Road (from 5124 to 4924 to 3709) -- * Each eliminated Union headquarters.25 -- If Lee is eliminated15 -- If Jackson is eliminated10 -- If Stuart is eliminated * Reorganization Value

[18.3] Control is defined as physically occupying or being the last to occupy the objective hex with a friendly infantry unit at the time of victory determination. The infantry unit doesn’t have to be at full strength or organized to qualify.[18.4] The scenario instructions list the objectives controlled by each player at the start of play. A marker of the controlling side should be placed on all objective hexes and changed as needed throughout play.[18.5] At the end of the last daylight turn of May 2, a victory check is made. Both players should then check their VP totals for controlling objective hexes and eliminated units (but not for reduced enemy units).[18.6] If one player has a 2:1 or higher ratio in VP than his opponent, he wins the game at that time. If neither player wins an immediate victory, play continues. A second victory check is made after the last turn of May 3. If, by the end of that turn, neither player has won as described above in 18.5, the player with the most VP (including those for reduced enemy units) wins.

[19.0] sCenaRios[19.1] Jackson’s Flank Attack, May 2-3, 1863First Turn: 5pm May 2Last Turn: 11am May 3Game Length: 12 turnsSpecial Rules: The Union player controls all objective hexes except the Mountain Road intersection (2401).

Union Set UpArmy of the Potomac, Maj. Gen. Joseph Hooker, Commanding 3011Second Corps, Maj. Gen. Darius Couch HQ 2712First Division (Hancock) Caldwell 3009 Meagher 0906 Zook 2210 Brooke 2809 Pettit’s Battery 3110Third Division (French) Carroll 2610 Hays 2812 Ames’ Battery 2612

Third Corps, Maj. Gen Daniel Sickles HQ 4118First Division (Birney) Graham 4318

Ward 4017 Hayman 4216 Clark’s Battery 3217Second Division (Berry) Carr 3010 Revere 2911 Mott 1205 Osborn’s Battery 2912Third Division (Whipple) Franklin 3916 Bowman 3216 Berdan 4215 Puttkammer’s Battery 3317Fifth Corps, Maj. Gen. George Meade HQ 2106First Division (Griffin) Barnes 2205 McQuade 2105 Stockton 2106 Martin’s Battery 1806Second Division (Sykes) Ayres 2510 Burbank 2207

O’Rorke 2308Weed’s Battery 2207

Third Division (Humphreys) Tyler 2004 Allabach 1704 Eleventh Corps, Maj. Gen. Oliver Howard HQ 2921XI Corps Reserve Artillery 2819First Division (Devens) Gilsa 2726 McLean 2824 Dieckmann’s Battery 2925Second Division (von Steinwehr) Buschbeck 3121 Barlow 4320 Wiedrich’s Battery 3121Third Division (Schurz) Schimmelfennig 2924 Krzyzanowski 2522 Dilger’s Battery 2922

Twelfth Corps, Maj. Gen. Henry Slocum HQ 3315First Division (Williams) Knipe 3716 Ross 3715 Ruger 3614 Fitzhugh’s Battery 3113Second Division (Geary) Candy 3210 Kane 3411 Greene 3313 Knapp’s Battery 3111

Cavalry Corps, Brig. Gen. George Stoneman HQ 3417First Division (Pleasonton)

Martin’s Horse Battery 3417Second Division (Averell) Sargent 3417

Reinforcements6pm May 2

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First Corps, Maj. Gen. John Reynolds, Commanding Second Division (Robinson) Root 1101 Ransom’s Battery 1101Third Division (Doubleday) Rowley 1101

Night May 2-3First Division (Wadsworth) Phelps 1103 Reynolds’ Battery 1103AoP Reserve Artillery 1103First Corps, Maj. Gen. John Reynolds HQ 1103

Confederate Set UpGeneral Robert E. Lee, Commanding Army of Northern Virginia 4006I Corps (Lee commanding)I Corps Reserve Artillery A 3911, B 4717McLaws’ Division Wofford 3405 Semmes 3606 Kershaw 3708 Cabell’s Battery 3606 Anderson’s Division Wright 3913 Mahone 3711 Posey 4113 Perry 3206 Hardaway’s Battery 3811

II Corps, Maj. Gen. Thomas “Stonewall” Jackson HQ 2428II Corps Reserve Artillery 3228AP Hill’s Division Heth 2128 Thomas 4516 Lane 2427 McGowan 2527 Archer 4919 Pender 2228 Walker’s Battery 2428Rodes’ Division O’Neal 2228 Colquitt 2729 Ramseur 2729 Doles 2529 Iverson 2028 Carter’s Battery 2427Colston’s Division Paxton 3228 Jones 2129 Warren 2329 Nicholls 2028 Jones’ Battery 2329

Cavalry Corps, Maj. Gen. JEB Stuart HQ 2527Hampton’s Division F. Lee 2401 Beckham’s Horse Battery 2527ReinforcementsThe Confederate player does not receive any reinforcements during this scenario.

[19.2] Confederate I Corps Restrictions: The units under Lee’s I Corps (not Jackson) cannot enter an EZOC on May 2, although they may move. This restriction is lifted on a unit by unit basis if a unit is attacked by the Union player. Beginning on the May 3, 5am turn (turn 6), these restrictions are lifted and all of Lee’s units may move normally.[19.3] Union I Corps Restrictions: The units of Reynolds’ I Corps are prohibited from moving closer than seven hexes to an enemy unit. Beginning on the May 3, 5am turn (turn 6), if the Confederate player moves a unit within six hexes of a Union I Corps unit, roll for Reynolds’ alert status as you would normally. Furthermore, until they become alert these units may not use strategic movement. Once the corps is alerted, these restrictions are lifted for the duration of the game. Note, however, that the earliest I Corps may be alerted is the May 3, 5am turn (turn 6).Hooker’s orders to Reynolds were so vague that Reynolds did not know exactly what he was expected to do. Therefore, he was very hesitant to do anything. [19.4] US Ford: With one exception, the ford hexes on the map exist solely for historical purposes. That exception is US Ford. However, only the Union player may use the ford AND, specifically, only the three I Corps 6pm reinforcements may use it. [19.4.1] These three units enter the map on the 6pm turn at hex 1101 and proceed to 1102. There they must stop. On the following turn, they may cross the ford and stop in hex 1103. Crossing the ford requires the expenditure of the unit’s entire MA. Finally, on the 8pm turn, the units may move normally. Note, however, the restriction of 19.2.[19.5] Union Night Reinforcements: Because the Night turn represents seven hours of real time, the Union Night reinforcements are not restricted by the ford rules of 19.4. On the Night turn, place the stack (even though the artillery will be overstacked) on hex 1103. The units must remain on the roads (satisfying 16.4), but they may only move at one MF per hex (satisfying 19.3). Note that the Union player must move at least one of the artillery units to avoid the penalties of 7.3.

[20.0] opTional RUles[20.1] Union Breastworks: Breastworks are said to exist in the following hexes: 2811, 2911, 3010, 2912, 3011, 3111, 2913, 3012, 2914, 3013, 3113, and 3114. Place a Breastworks marker on these hexes. If a Union unit is defending in any of those hexes, add one to the die roll. Union defenders in a breastworks hex do not have to retreat. If a Confederate unit enters a breastworks hex, it is destroyed and the marker is removed.

dediCaTionThis game is dedicated to my nephew, Zachary Koenig. May some day his love of history be as strong as his love of baseball.

game CRediTs

Game System Design: Paul KoenigGame System Development: Paul Koenig Map Graphics: Tim Allen and Stephen Oliver Counters: Paul Koenig and Stephen Oliver Proofreading: Bob RyanPlaytesting: Rick Barber, Justin Farmer, Kim Meints, Stephen Oliver, Eric Reiser, Bob Ryan, Richard Allen Seibert II, Mike Serrat, & Ray ValentinoProduction: Victory Point PressSpecial Thanks: To Gregory Blanchett for helping me tirelessly with HexDraw and Stephen Oliver for his inspirational counters and awesome map!

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designeR’s noTes

The Chancellorsville Campaign ostensibly lasted from April 30 to May 5, 1863. In terms of geography, it was the largest battle of the Civil War. It is also the most studied.

Chancellorsville: Bloody May, 1863 was actually a pretty easy game to design. The system is tried and true, having been successfully used to represent Gettysburg and Shiloh. The only difficult part of the process was in dealing with Hooker.

Upon assuming command of the Army of the Potomac, Hooker immediately set about reorganizing his command staff. Thus, at the time of Chancellorsville, many commanders were inexperienced at the level they found themselves commanding. More importantly, they were unfamiliar with Hooker (or simply didn’t trust him). This led to confusion or downright lethargy on the part of the army’s corps commanders.

Reynolds’ actions in particular needed to be simulated. His orders were vague, which caused him to move about left and right without contributing to the battle. My original rules allowed him to close with the enemy at normal marching speed, without the use of strategic movement. The problem was that he inevitably arrived around 8am to retake Ely’s Ford and harass Jackson’s left flank. Since this didn’t happen in real life, a change was in order. The adopted rules leave Reynolds at arms length, chomping at the bit to get into the fight but (usually) never really doing so.

As for Hooker, I had envisioned some Hooker rules that would model his ineptness at commanding an army. They would be based upon my McClellan rules from Antietam, which is (now) volume 5 in the series. However, it became easier to model Hooker by using rules already in place, notably the alert rules from Shiloh. This worked very well at simulating the Union response to Jackson’s attack. In most of the playtest games the Union corps alerted in the following order: Howard, Sickles, Stoneman, Slocum, Couch. Meade and Reynolds are (usually) left out of the fight, acting as they did historically as reserves (that Hooker never used). However, if the Confederate player wishes to try a “what if” strategy by heading to US Ford and thereby cutting off Hooker’s communications, that option is available to him. For this reason the Union player has these units in his order of battle.

Unfortunately, I was unable to include enough map space to allow for the smaller scenarios of Zion and Salem Church. However, it is possible to play just the four turns of May 2 if players want a shorter game.

The scale of the map is about 300 yards per hex. Turns are one hour of real time, except the Night turn, which is seven. Note that the Night turn lasts from 9pm-4am, which is a slight change from Shiloh. This is because Jackson’s attack lasted until 9pm. It was a bright moonlight night that allowed for combat until that time.

Strategy TipsThe biggest decision that the Confederate player must make is what to do with the I Corps. It is tempting to leave it on the defensive because of its relative size to the adjacent enemy. This, however, would be a mistake.

It is also tempting to slam into Hancock’s division east of

Chancellorsville because of the low combat value of those units. Again, however, this would be a mistake as it stretches Lee’s forces to the breaking point and places an unwarranted focus on the capture of Chancellorsville.

The best strategy is actually the historical one employed by Lee: a strike north-west at Fairview Knoll. The real question, though, is how early to strike that blow. A simultaneous assault with Jackson and Lee on May 2 is no longer an option with the addition of the Lee rule that keeps him on the defensive until May 3. However, a strike at 5am on May 3 with Jackson can be devastating to the Union player. Keep in mind, though, an early “alert” by Sickles can place Lee in a very precarious position. It takes nerves of steel to use Lee as the anvil to Jackson’s hammer. But the result could be ultimate victory if you have what it takes.

Speaking of Jackson, his assault drives the game. It is tempting to slam into Krzyzanowski’s brigade because it is isolated from the rest of Howard’s corps. The problem, however, is that such an assault drives Jackson’s attack too far north and the objective ends up being Chancellorsville. This, then, opens up Couch and, more importantly, Meade to early activation. The consequences of this can be severe to say the least.

The best option for Jackson is to attack straight up the Orange Plank Road, just like he did historically. The ultimate objective should be Hazel Grove. If Lee succeeds in capturing Fairview Knoll and then pushes his attack west, the Union forces in the Hazel Grove area will be caught in a vice. It is entirely possible to split the Army of the Potomac in two. If this happens the Union player should throw in the towel.

Finally, a word on Jackson’s rearguard. It is tempting to either send these units along Brock Road to serve as Jackson’s reinforcements, or to slam into Sickle’s exposed right flank. Both moves are ill advised. Attacking Graham in the Unfinished Railroad yields two DRMs to the defenders. And if the Rebels stay there they will alert all of Sickle’s corps. Playtesting has proven time and again that the best Rebel move is to back off to reduce Sickles’ alert die roll. The units should slide east to provide flank protection for Lee against a possible Union counter-attack east of the Welford Farm.

Strategy for the Union player is more cut and dried. You must react to your opponent. Your best hope is that Sickles is alerted on turn 3. You can then strike at Lee’s thin line or wheel north to block Jackson. The longer it takes for Sickles to alert, the worse are your chances for victory. If Jackson is near Hazel Grove and threatening the north-south road hexes of 3317, 3417, and 3517, Sickles will be in dire straits to prevent his troops from being cut off from the rest of the army.

Another decision involves Sickles’ men near the Chancellor House. If all of these troops pull out to save Howard, Hooker will be in deep trouble holding back Lee and his incapacitation could be the result. It is better to use at least some of these forces against Lee near Fairview Knoll than to send them to Howard.

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BIBLIOGRAPHY

Alexander, Bevin. Lost Victories: The Military Genius of Stonewall Jackson. Holt, NY 1992. Farwell, Byron. Stonewall: A Biography of General Thomas J. Jackson. W. W. Norton and Co., NY 1993.

Hebert, Walter H. Fighting Joe Hooker. University of Nebraska Press, Lincoln 1999

McKenzie, John D. Uncertain Glory: Lee’s Generalship Re-Examined. Hippocrene Books, NY 1996.

McPherson, James M. Battle Cry of Freedom: The Civil War Era. Oxford University Press, NY 1988.

Sears, Stephen W. Chancellorsville. Houghton Mifflin, NY 1996.

Smith, Carl. Chancellorsville 1863: Jackson’s Lightning Strike. Osprey Campaign Series #55, Osprey Publishing 1998.

CHANCELLORSVILLE: Bloody May, 1863 Q&A

The following Frequently Asked Questions was adapted from similar Q&A asked after the

publication of SHILOH in 2010.

Q: A unit that retreats or moves out of a ZOC by combat or movement gets a Disorganized Two? Can it be both Disorganized and Shattered? Is that correct?A: Yes, units can be shattered and disorganized at the same time. If a unit takes a step loss it flips immediately but the shattered marker isn’t placed until the combat phase is over (not just the round). If it retreats (or moves from ZOC to ZOC) it immediately becomes disorganized. The combat DRMs are cumulative in the sense that each unit that is EITHER shattered OR disorganized adds or subtracts from the die roll. If a single unit is BOTH shattered and disorganized there is only one DRM.

Q; What are the “A” & “C” counters for?A: They are “Group” counters. When a player creates a group he may substitute the two counters for an appropriate Group counter.

Q: If a unit with a disorganized “1” counter moves into a EZOC does its counter flip back to 2?A: A unit does not become disorganized for “entering” a ZOC, but rather for leaving (whether voluntarily or due

to CRT). If a D1 unit exits an EZOC, it becomes D2.

Q: Do HQs suffer disorganization when moving into an EZOC?A: No. HQs never suffer disorganization. It is important to note that units do not become disorganized for entering an EZOC. Units only become disorganized for EXITING an EZOC. Movement from one ZOC to another, as per 8.4, causes disorganization, but not because the unit is entering a ZOC. Rather, because it is LEAVING.

Q: 10.9 case 3: This rule is unclear. Does it mean you can advance one hex beyond the combat hex, as long as at least one unit stays in the combat hex, or does it just mean you can move one hex in advance, but this hex can be either the vacated hex or one of its adjacent hexes?A: If just one unit attacked, it can only advance into the vacated (defender’s) hex (where the battle took place). If the successful attack contained more than one unit, one unit could advance into the vacated defender’s hex and the other unit could advance into a hex adjacent to the vacated hex. For example, a Union infantry unit defends 2623 from an attack against Confederate infantry units located at 2523 and 2524. The result is DR + D1. The Union takes a step loss and retreats. If the Union unit retreats into 2723 or 2724 (both are “opposite” attackers and thus satisfies 10.5) it will be subject to a second round of combat because the Rebels can advance one unit into the vacated hex and another into either 2622 or 2624, depending upon exactly where the Union unit went. Thus, to avoid a second round, the Union unit should retreat into 2822, 2823 or 2824.

Q: Regarding rule 10.5: What if the unit can’t retreat opposite an attacker? (i.e., it’s being attacked by two units from opposite sides, for example from the north and the south).A: If the defender is attacked from opposite hexes and had to retreat, it could go to any of the four vacant hexes and stop. It must retreat opposite a defender IF IT CAN.

Q: Regarding Rule 9.14 (withholding defending units from combat): If a defender suffers a combat result (particularly a retreat), what happens to other units in the defender’s hex that were withheld from battle per 9.14?A: In a one-direction attack, only the actual defending unit suffers the adverse result. If a group is defending, the entire group is affected. If a unit loans CF to a

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defender, both are affected IF the lending unit loaned at least half of its strength. Otherwise, it is not affected.Q: Can you give some examples of the “defensive field” modifier?A: Examples of the two-direction attack “defensive field” modifier:1. Place Rowley at 2721. Place Archer of the Confederate II Corps at 2621; Walker’s battery at 2722; and McGowen of the II Corps at 2821. This attack would be a two-direction attack because the attackers are in three hexes. The defender would choose his defensive field (either 2621 and 2722 or 2722 and 2821). Regardless of what he chooses, the attacker will receive a -1 DRM for the two-direction attack. Since 2621 and 2721 are the same elevation, there is no DRM for that. The odds, therefore, would be 2-1 with a -1 to the die roll. 2. Now, move the arty to 2821. The defender would choose that hex to be in his field, so even though there are three attackers, there is only one DRM. 3. Now, move the arty to 2720. No matter what two hexes the defender chooses as his defensive field, there will be two attackers outside of it. Therefore, there is a -2 DRM. 4. Now, move the arty back to 2722 and place Reynolds’ battery on top of Rowley. First, the defender must choose if he is going to defend as a single CF (he can because one unit is an arty; if they were both infantry he could choose whether to defend with both units--in separate battles--or just one and the other plays no part), or as two. If they defend as one, the odds would be 1-1 with a -1 DRM. 5. Assume they defend as two. If the arty’s field is defined as 2621 and 2722, the attacker must attack that unit with the arty and Archer and get 1-1 odds and no DRM. Rowley’s field would have to be 2820 and 2821, so his odds would be 1-1 with a +1 DRM for elevation.

6. If the arty’s field was 2620 and 2621, the attacker would attack with Archer for 3-4 and no modifiers. Rowley’s field would be 2722 and 2821, giving McGowen and the arty a 3-2 with a +1 DRM.

Q: Can voluntary retreats be conducted after each round of combat or only at the end of the Combat Phase? A: Yes, after each round. CBM is more of a defensive

game than GB77 because of the terrain effects rules (GB77 didn’t have any!). If the defender is supposed to retreat (and wants to) but occupies a woods hex, he can wait until the end of the round to do so voluntarily. If you retreat at the moment of combat, the attacker may advance after combat. However, if you wait to do it voluntarily at the end of the round, the attacker may not advance. Q: If an infantry unit is stacked with an artillery unit defending against a two direction attack are there four possible options for defense: the infantry defends alone; the artillery defends alone; both defend together as a combined strength; each unit defends separately against two attacks? A: Yes, this is correct.

Q: Two infantry units are stacked in a hex. The hex is attacked from two hexes that are adjacent to each other. Can the defender defend with two units through clever positioning of the two-hex defense field, or must he choose only one unit to defend with?A: In a one-directional attack, the defender can ONLY defend with one unit (plus an arty if present). These rules simulate facing without having to resort to complicated facing rules. The other unit in the hex is facing the other direction and is not actually attacked.

Q: If a surrounded shattered unit is stacked with a non-shattered unit, does that shattered unit surrender? A: Yes. Q: Does the presence of a friendly unit adjacent to a hex containing a friendly surrounded shattered unit cancel the EZOC there? (variations: if that unit is shattered? If at least some of those units are not shattered?) A: No. The presence of other friendly units/ZOCs has no effect. If a shattered unit is “surrounded” as described, it surrenders. Period. Q: Regarding the surrender of a surrounded shattered unit, does the unit’s own hex need to be in an EZOC?A: Yes, hence the word “immediately” in the rules.

Q: Why do many counters have different names on their reverse sides?A: Call it a “Prophecy of Doom.” Those commanders who were killed or otherwise replaced during the battle have the names of their replacements on their reverse sides.