Towns

Town (new Major Terrain) - A hex containing 15 or more "building" depictions. For example, Gettysburg, Hagerstown, Harper's Ferry, Fredericksburg, Fairfax Court House.

Units may not deploy for combat in a town hex.

  • 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 must evacuate the town by performing a one-hex retreat.
  • Confederates must levy a Town from an adjacent hex.

Village (new Other Map Feature): A hex containing fewer than 15 "buildings." Villages have no effect on game play.

Other Terrain

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. This means that Harper's Ferry can be taken only by encirclement or an attack from the west.

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.

The Retreat/Rout distances required by the rules as written are too much, given historical routs such as the Union 11th Corps at Chancellorsville, and the 1st, 11th, and 3rd Corps at Gettysburg.

Grand Assault

A marching unit never fails to make its attack (provided it has at least 1 movement point). But an assaulting unit fails to attack on a roll of six. Why should an attack be easier to accomplish on the march than when starting adjacent to the enemy?

Set-piece battles are hard to create in GCACW due to the stacking penalties and the fact that grand assaults fail about 30% or the time (11/36). The system should not discourage what occurred regularly in history.

Assaults are always successful without a die roll, and allow one or more units belonging to a single command to combine in an attack from one hex with a +1 attack DRM.

Grand Assaults require a die roll but a "6" does not end the procedure. The army leader's Command Value minus the GA die roll is the number of additional units (belonging to any command) that may join the assault.

Limitation: Participants added to a grand assault must occupy the same hex as the assaulting unit(s), or one other hex in the ZOC of the assaulting unit(s) AND the defending unit(s). This limits a grand assault to two mutually adjacent hexes attacking one defending hex.

Maximum Values: The maximum combined combat values are limited as follows.

Situation SP
Attacking 40/hex
Defending 40
At least half of defenders entrenched 60
All defender's entrenched 80

Rationale: 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.

Event Date 1000s SP Hexes
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 11.5 1

Source: Greatest Charges of the Civil War

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 restriction is in effect from the moment a unit is designated to attack until the combat in which it is participating is fully resolved.

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).

County Control

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.