BATTLE FOR THE BLISS FARM, JULY 2, 1863
CONFEDERATE |
UNION |
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1st TURN |
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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. |
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2nd TURN |
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34TH NC; 38TH NC; Start where placed |
8th OH; Start where placed |
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3rd TURN |
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12th NJ; Start where placed |
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4th TURN |
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48th MS; 19 MS; 16th MS Star in column where placed. |
14th CT; Start at table edge Zieglers Grove |
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5th TURN |
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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
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Movement modifiers: - 1 to cross fence - 1 to climb up hill/level. -1 through wood/orchard. * Movement on Road +3 |
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Infantry in Line |
6+ 1D6 |
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Infantry in Column |
12+ 1D6* |
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Artillery/in Prolong |
3* |
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Artillery (Limbered) |
12* |
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Commanders (Infantry) |
12* |
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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
attackees former position.
Pass: Fire, then melee or countercharge
both units move 4 to melee if attackee
countercharges.
Hit Table
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D20 |
D20 |
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Range* |
Infantry |
Artillery |
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<6 |
1-15 |
1-15 |
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<12 |
1-10 |
1-13 |
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<18 |
1-5 |
---- |
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<24 |
------ |
1-11 |
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<36 |
------ |
1-9 |
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<48 |
------ |
1-7 |
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<60 |
------ |
1-5 |
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<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
attackees 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.