BATTLE FOR THE BLISS FARM, JULY 2, 1863

 

CONFEDERATE

UNION

1st  TURN     

 

13th NC; 16Th NC; 22 NC; ARTILLERY

1 unit on west side of Bliss Orchard; rest where placed.

1st DE; 4th OH; 106th PA; 108th NY; Artillery

1st  DE start on Emmitsburg Road, rest start where placed.

2nd TURN

 

34TH NC; 38TH NC;

Start where placed

8th OH;

     Start where placed

3rd TURN

 

 

12th NJ;

                Start where placed

4th TURN

 

48th MS; 19 MS; 16th MS

                Star in column where placed.

14th CT;

                  Start at table edge Ziegler’s Grove

5th TURN

 

12 MS

         Start in column where placed

10 NY BAT.

          Start at table edge, when Yankees loose 10 stands

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Victory Conditions:  The side that controls the Bliss buildings and the high ground around them at the end of game is the Winner.

NOTES: INFANTRY UNITS CAN MOVE & SHOOT.  ONLY ARTILLERY THAT MOVED IN PROLONG,

              CAN SHOOT.

 

Turn Sequence

Card system: One card/regiment or artillery battery.

 
                Movement Chart

Movement modifiers:

  - 1” to cross fence

  - 1”  to climb up hill/level.

   -1”  through wood/orchard.

*  Movement on Road +3”

 

Infantry in Line

6”+ 1D6

Infantry in Column

12”+ 1D6*

Artillery/in Prolong

3”*

Artillery (Limbered)

12”*

Commanders (Infantry)

12”*

Commander (Division)

18”*

 

Formations:              Column or Line

            Units can change formation only once per turn, either

     at the beginning or end of movement

 

Charges:  Must be w/in 8” of chosen target.

     Morale tests

           1.  Attacker:

     Fail: Nothing happens, unit cannot move or   

              shoot.

                   Pass: Attackee must pass morale test to Melee.

           2.  Attackee:

    Fail:   Retreat, 12”, lose 1 stand, Attacker occupies

              attackee’s former position.

     Pass: Fire, then melee or countercharge –

               both units move 4” to melee if attackee

               countercharges.

                           Hit Table

 

D20

D20

Range*

Infantry

Artillery

<6”

1-15

1-15

<12”

1-10

1-13

<18”

1-5

----

<24”

------

1-11

<36”

------

1-9

<48”

------

1-7

<60”

------

1-5

<72”

------

1-3

 

 

 

 

 

 

 

 

 

 

 

*Range:  Measured from the center of the firing unit to the

                 nearest part of target unit.

Commanders: 

     Regimetal -

Counts during morale tests, but does not add to strength of unit.  If unit w/ R. commander is attacked & takes losses or is engaged in a melee (win or lose), roll the same number of D6. as actual casualties. If roll a 1 or 6, the officer is eliminated

      Divisional -

Counts during morale tests, but does not add to strength of unit.  If unit w/D. commander is attacked & takes losses or is engaged in a melee (win or lose), roll the same number of D6. as actual casualties. If roll a 6, the officer is eliminated.  A Unit that has the divisional commander attached automatically passes morale.

        Note:  If both COs are attached & unit takes casualties, roll for both officers to see if killed.

Modifiers (defender):

            In House or Barn                                         +2

In woods or behind fence                      +1

Terrain advantage                            +1

Bonuses (attackers):

                Artillery opponent                               +1

Flank/Rear fire                                      +2

                Regimental Officer attached                 +1

Divisional Officer attached                 +2

 

Morale Checks

     Any unit that has the divisional commander attached automatically passes morale.

 

Infantry:      Pass: die roll < # of remaining stands (1-D20)

     Artillery:      Pass:  die roll < # of remaining stands on 1 die/gun (1-D6)

Fail:  Unit moves 12” to rear until rallied.

 

Charges:  Must be w/in 8” of chosen target.

     Morale tests

           1.  Attacker:

     Fail: Nothing happens, unit cannot move or   

              shoot.

                   Pass: Attackee must pass morale test to Melee.

           2.  Attackee:

    Fail:   Retreat, 12”, lose 1 stand,  Attacker occupies

              attackee’s former  Position.

     Pass: Fire, then melee or countercharge –

               both units move 4” to melee

 

 

 

MELEE:

     General:  Each side rolls 1-D6 and adds in any bonuses. 

                        High roll wins.

                Loser:  Rolls 1-D6 for losses & removes that many

                            bases, retreats 12”

                Winner:  Rolls 1-D6, take half that number rounded

                               down as losses

                Tie:  Each side takes one loss, & continue melee

 

Special Rules

 

LIVESTOCK ACTIVITIES

            Cows:  One card is in deck.  When card comes up. 1 D6 is rolled:  1 = North 2 = East; 3 = South 4 = West; 5 = no move, 6 = scatter in all four  directions – NE, NW, SE, SW.  Movement is 2- D6.

 

            Pigs: One card in deck.  Same rolls as cows,  however, initially need to roll a 6 on a D6 so they can escape from their pen.  They will automatically escape on the third turn.  Once out, they follow Cow rules, except with a roll of 5, they run towards the closest unit in direct line of sight 2-D6.

 

Livestock can be shot and eliminated from the game.  If a unit is overrun by livestock, they have to take a moral test.  If they pass morale, they cannot move or shot

that turn.

Special Rules

      Troop Movements

 

-         Retreating troops:  They will retreat towards the edge of the table and remain there until rallied.

 

-      Fragments of infantry units cannot be consolidated.

 

-      During a livestock move, if livestock passes within 6 inches of a unit, a D20 is rolled by unit player.  If 15-20, unit player rolls a D6 to see how many men go chasing after them to prepare dinner.  If officer present, D20 Roll must be 20.  Division officer present.  Men go hungry.

           

            Artillery:

§      If battery is hit, whether there are casualties or not, 1-D6 is rolled per hit, if 6, a gun is destroyed.  Battery then needs to take a morale test, to see if they run away.

§      If a gun is destroyed, and crew members survive, when rallied, can move to assist to man a depleted Battery.

 

     Building Occupancy:

            Barn:   holds 20 figures, but only 10 figures           

                         can fire out either front or back

 

            House:   holds 10 figures, but only 5 can fire

                           out of either front or back. 

 

Rest of units that are left outside the buildings can either form in line adjacent to the structure or can hide behind them to replenish any losses in the house.   Gamer must designate whether officer is in or outside the house.

 

            NOTE:  These waiting stands clustered outside the rear of buildings, if attached, are considered disorganized (-2).  If fail morale test, those stands are routed until pass morale/rallied by officer.  The stands remaining inside the building will be considered captured and will be removed from play.

 

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