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Movement When an order is given to a brigade or a division all of its various parts will move with it unless units have been detached for special
missions.
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Cavalry did not have the equipment or the mind-set to build fortifications so they did not build them. In all other cases the building of fortifications will not be assumed, it must be ordered.
Stacking
We are using the standard pdt from Gettysburg for this game. Normal stacking limit for this pdt is 1000 men or 8 units, however you will not see units stacked this high in this game. We will normally keep stacking to 2 regiments or @500 men, or 12 guns at the end of movement. When combining infantry/cavalry and guns in the same hex the limits would be 1 regiment (2 if <200 men in both and 6 guns. I say 6 guns because that is size of the largest battery. Most CSA batteries and some Union are 4 guns. By using 6 guns isntead of 1 battery the smaller ones are not at a disadvantage.
Units moving in column down the road will not exceed 500 infantry, 300 cavalry or 6 guns per hex unless a single unit exceeds this limit. Infantry units will normally be kept to one unit per hex except for smaller regiments. In any case they will not exceed 500 men per hex in line. Units may exceed this limit during movement as one unit passes through another but we will not melee/fire with more than 2 regiments or @500 men in a hex.
Combat
Units will fire at the most threatening target. This means that if a column is 5 hexes away and a line is 2 hexes away the unit will fire at the line. Rifled artillery will fire at enemy guns unless infantry is advancing against it. Smooth bore guns will fire at infantry first and guns if no other targets are threatening.
Troops ordered to melee will of course melee, provided they are not disrupted, FA does not exceed 800 and the moderator charts permit it. Troops that find themselves adjacent to enemy artillery will melee because to stay and do otherwise invites ruinous casualties from canister fire.
Units will not melee in column except at bridges or fords as this is the only way to melee across them.
In all other cases melee will be on a random basis as the opportunity presents itself for a significant chance of victory. (generally a 3-2 advantage in numbers) This assumes the units in question have orders to attack. The exception here is dismounted cavalry, which will never melee unless specifically ordered to do so. So a player commander may order an attack, which will be an approach to contact and a gunfight with a random melee where the opportunity presents itself. On the other hand a bayonet charge or some other wording that clearly intends general melee may be ordered. In which case the attackers will pin their ears back and make an all out assault. Melee will be conducted in the order chosen by the moderator. In no case will melee be conducted in precision sequence in order to trap an enemy unit. This kind of control on the actual field of battle was impossible but since melees will be done in random order it may happen.
A cavalry unit ordered to take an objective will dismount and assault it on foot as infantry would, unless a mounted charge specified. By this time in the Civil War mounted charges were the exception not the rule. However if the target is enemy mounted cavalry then a mounted charge will be done.
Night Rules
Movement at night will be limited to column movement along roads or trails. There will be a chance a unit will make a wrong turn at each crossroads and units may fire at any unit they come adjacent to, even friendly ones.
If a player insists on making a night attack it will be allowed. However there is a chance that a unit ordered to fire will fire on adjacent friendly units by mistake.
These rules are in effect from one hour after dark until two hours before dawn. This allows units to rest as they did historically while still allowing players to begin movement before dawn which was also done.
Last updated 04/03/20