Town (new Major Terrain) - A hex containing 15 or more "building" depictions. For example, Gettysburg, Hagerstown, Harper's Ferry.
- Town MP cost is the same as City.
- A marching unit may not attack from a Town hex.
- A combat unit that occupies a town hex at the end of a march, retreat, or rout:
a) becomes Disorganized (if Organized), and
b) must evacuate the town by performing a one-hex retreat.
- Confederates must levy a Town from an adjacent hex.
Village (new Map Feature): A hex containing fewer than 15 "buildings." No effect on game play.
Railroad: Provides no benefit whatsoever to marching units.
Dam: Units may not move or attack across a Dam.
Major River crossings: No attacks across major river bridge or ferry.
These changes reflect my own assumptions about the effect of railroads, dams, and towns on military operations.
The armies only entered a town with the intention of passing through it. They were not used as defensive strongpoints, and were a hindrance to organized manuever.
Railroads were not used as thoroughfares for marching troops. A large component of a moving column was comprised of horses drawing wagons and artillery (guns and caissons), which would have had difficulty moving along the tracks and ties. Typically these consisted of a single-track railroads with a narrow right-of-way. Trestles over streams and rivers would have been an impossibility for any large body of troops on the march.
Retreats and Routs
Infantry: Retreat 1 or 2 hexes; Rout 2 or 3 hexes.
Cavalry: Retreat 1, 2 or 3 hexes; Rout 2, 3 or 4 hexes.
Retreat/rout distances required by the rules as written are too far, given historical "routs" such as the Union 11th Corps at Chancellorsville, and the 1st, 11th, and 3rd Corps at Gettysburg.
Eligible Hexes: The assault hex plus one other hex that is in the ZOC of the assaulting units and the target units. No more than two hexes may combine for a grand assault, even if the Grand Assault Number is greater than 1.
Participants: Mobile units (i.e. F3 or less) in an eligible hex, regardless of command designation.
Maximum Values: The maximum combined combat values are limited as follows.
|At least half of defenders entrenched||60|
|All defender's entrenched||80|
These limits on grand assaults are base on historical assaults as they would be represented in the game. The largest assault of the war was from two hexes, involving about 30 strength points per hex.
|Lee at Gaines Mill (largest of war)||6/27/62||30||60||2|
|Jackson at Chancellorsville||5/2/63||20||40||1|
|Pickett at Gettysburg||7/3/63||12||24||1|
|Longstreet at 2nd Manassas||8/30/62||28||56||2|
|Longstreet at Gettysburg||7/2/63||16||32||1|
|Longstreet at Chickamauga||9/20/63||20||40||1|
|Hancock at Spotsylvania||5/12/64||20||40||1|
|Upton at Spotsylvania||5/10/64||5||10||1|
|Hood at Franklin||11/30/64||20||40||2|
|Wright at Petersburg||4/2/65||14||28||1|
|Grover's brigade at 2nd Manassas||8/29/62||1.5||3||1|
|largest Cav: Torbert at 3d Winchester||9/19/64||8||16||1|
Attacking Unit ZOC Focus
An attacking unit is directing all of its effort and attention toward the target hex, essentially limiting its ZOC to the target hex alone.
Add to the ZOC rule (2.4): The ZOC of an attacking unit is limited to the one hex containing the defending enemy unit(s). This one-hex ZOC restriction is in effect from the moment a unit is designated to attack until after all combat results have been applied.
Change flank attack covered hexes condition "b": It is in the ZOC of a non-attacking, undemoralized unit friendly to the attacker (including restricted ZOC).
Maryland Invasion, CSA Setup Options
- Rodes may start in any hex on the National Road between Funkstown (S0825) and Middletown (S1725), inclusive, or any hex on the Shepherdstown-Boonsboro pike.
- Jenkins cavalry is placed within 8 pike/road hexes of Rodes.
- Longstreet's corps (and Lee) arrives on Turn 2 at S0127.
The campaign setup commits the Confederate player to the historical moves toward the invasion of Pennsylvania. This Maryland Invasion rule allows the Confederate player to pursue a Maryland invasion without having to undo the campaign game's initial assumptions.
Ignore the first provision under "How to Control a County" - there is no requirement that the Confederates occupy a county's control seat.
Change the second provision as follows:
- If Confederate units in a county total 70 or more in Combat value, full points are awarded for county control. Failing this, if Confederate units in a county total 70 or more in Manpower value, half points are awarded for county control.
County "control" is a misnomer. The presence of a Confederate army in a county is sufficient, regardless of whether the county seat is occupied. Political fallout in the North would be the same either way.
The difference between points awarded for Combat value vs. Manpower value reflects the threat level of the Confederates. Relating to the disorganization level of the units in the ANV.