When Stonewall Jackson's Way first came out (1992) it included an innovative combat mechanic in the Artillery Value Chart.

Clear x1 x2
Rolling x1
Rough x0
Mountain, Woods x0 x0
When halving, round fractions up. In a stack, halve the sum of artillery values in the hex.

This was one of our favorite aspects of the combat system. Artillery multipliers for each side were based on the contested terrain, with the defender getting the advantage. This was the same mechanic as used in the small-arms range multipliers of Great Battles of the ACW.

However, someone rightly pointed out that having more artillery contributing to one's combat value should not increase one's own losses in the battle!

As a consequence, the Artillery Value Chart was scrapped and the Artillery Modifier was invented as a DRM based on comparative artillery values. But did we really need to re-invent the artillery system? Why not just remove the artillery portion of the combat total when determining the combat loss column on the CRT, as we were already doing with the entrenchment multipliers?

House Rule: Reinstate the original Artillery Value Chart.

Attack Value = CV + (AV x AVM)
Defense Value = (CV + (AV x AVM)) x EM


  • CV = Combat Value
  • AV = Artillery Value
  • AVM = Artillery Value Multiplier
  • EM = Entrenchment Multiplier

Attack Value and Defense Value are used only to determine the Ratio Modifier. Use the Manpower Value to determine the combat loss column on the CRT.


MV = Manpower Value: the strength points in a unit. Manpower Value is used to determine the combat loss column on the CRT and the size of units when entering a friendly-occupied hex.

CV = Combat Value: the effective firepower projected by a unit. When DISORG due to marching or combat, CV is less than Manpower Value, reflecting the unit's reduced contribution to the Ratio Modifer.

AV = Artillery Value: the number of artillery battalions attached to a unit. Terrain modified AV applies only when calculating the Ratio Modifer.