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Clarifications for VG The Civil War

These are not intended to be the final word on rules interpretations. This is a list of the unclear,
ambiguous or implied rules of the game that come up often in uncommon situations, or give
pause to new players (and occasionally old players too.) The red text states one interpretive
viewpoint, which might not be your own. Using this list as a starting point, players can decide
how they want to handle these unusual situations before they arise in play. That might mean
simply going with all the interpretations here, or agreeing to use some and not others.

Black text is taken directly from the rules. All page numbers refer to the 9/83 version of the
rules.
The red text is a distillation of ideas appearing on Consimworld.com, private discussions with
players, and ideas appearing in the draft version of the WGA 2 nd edition rules.

The Map.
1012/1112 is a blocked hexside. It appears as a partially blocked hexside due to
a printing error.
For PBEM the regular game maps are considered official as to geographical
features.

Hex Control. There are several instances where control of a hex can have important effects on
what can or cannot happen in that hex. These include use of rail lines, sea lift, amphibious
invasion and river/sea transport using NSPs.
Rail lines change control:
o when an infantry SP marches through the hex
o when a cavalry SP spends an additional MP to take control of the hex.
Cities and VP cities change control:
o when an infantry SP marches through the hex
o when a friendly cavalry SP spends an additional MP to retake a
friendly city.
o when a cavalry SP spends an additional MP to take a neutral city.
For purposes of sea movement (ie. sea lift) a hex is controlled:
o when there is a friendly SP in the hex.
o if it contains a friendly controlled city or fortification.
For amphibious invasion and river/sea transport a hex is enemy controlled:
o when it is in Confederate territory regardless of the presence of rail,
city or Confederate SPs
o if it is in friendly or neutral territory, but an enemy SP is present.
o if it is in friendly or neutral territory and it contains an enemy controlled
city or fort.

How the Game Plays

7. Rally Phase. Use the following sequence: all demoralized forces lose strength simultaneously,
then surviving forces check supply status.

1.1 / Resource Allocation

Confederate Control of Washington. If a Confederate force occupies Washington, D.C. at the


end of the action phase, then the following effects occur. [see 8-R for effects] The effects of
Conf. control are determined before the rally phase takes place.
Isolation of Washington. If a continuous line of Union controlled rail hexes cannot be traced
from Washington, D.C. to at least 15 points of Union VP cities at the end of a turn, the following
effects occur. The Union cannot trace a connection through an army reaction radius. For
example, isolation occurs if a Conf. army is in hex 5204 even if the South has not placed a control
marker on hex 5304.

3.1 / Ground Movement Procedure

Movement Procedure. A force can be activated for movement only once per Pulse. SPs may
be picked up by a reacting army and are eligible to move with the army regardless of whether or
not they were activated for movement earlier.

3.2 / Leaders and Ground Movement

Movement of leaders alone. A leader may be in a hex with a friendly SP, NSP, or depot.
Although the section on leader losses implies that a leader can be in a fort/fortress alone this
should be rejected because it opens the use of map-printed fortresses as dumping grounds for
unwanted leaders.

Leaders moving alone cannot pay for their move with naval commands.

4.1 / Combat Procedure. Attacks made at odds worse than 3:1 result in the elimination of the
attacker with no effect whatsoever on the defender. This includes a defender that is out of supply
and would otherwise be demoralized after combat.

4.5 / Terrain Effects on Combat. a force can never retreat across a navigable river hexside.
If the only retreat route is across such a hexside, the retreating force is eliminated instead. Thus
attacking across a navigable river is risky business; a force is subject to elimination should it
attack and be forced to retreat.

4.7 / Combat Results.

Effects of Demoralization. The attacking force automatically receives a minimum die roll
addition of 1 and 1 re-roll option, if he would normally receive none. The 1 re-roll option is gained
even if no armies are involved on either side.

Summary of Retreat Priorities. [] 3. Into a hex containing an enemy force that the retreating
force is capable of overrunning. A DM'd army of 8 or more SPs thus can overrun a single SP in
the process of retreat.

5.2 / Naval Leaders Naval leaders cannot command SPs on land. Naval leaders can not be
used to rally SPs.

Naval leaders can move overland or by rail by themselves just like any other
leader. A naval leader moving alone pays the CP cost of their move with theater, or
discretionary commands, just like any other leader.

5.3 / Naval Movement NSPs that enter coastal hexes ignore the land there unless a hex
contains an enemy fort or fortress.

This rule does not permit movement of NSPs, or the tracing of a supply line, from
a coastal hex to a river hexside in order to bypass a fort/fortress.

Example: An NSP in 2031 (near Ft. Jackson) cannot ignore the land in order to proceed up the
Mississippi River thus avoiding Ft. Jackson; nor could supply be traced into 2031 and then along
the Mississippi River by passing a supplied or manned Ft. Jackson.

SPs embarked on NSPs. SPs cannot remain indefinitely embarked on NSPs, they have to
disembark at the end of the pulse. This is to prevent subtle players from abusing indefinite
embarkation. Example of possible abuse: Embark SPsmake an amphib. attack which fails
upon return to start hex, keep DM SPs on the NSPs to prevent demoralization of other SPs
remaining in the original embarkation hex.

5.4 / River Movement

River-Going NSP Restrictions. a Confederate ironclad cannot cross the Chesapeake Bay.
However, all NSPs may enter coastal hexes, thus a Confederate Ironclad can move up the bay
along the western shore, certain critical coastal hexes being unrestricted. It would have to risk
three shots from a Union controlled Ft. Monroe (one for each river hexside it entered then one as
it entered the fortress hex) if it tried to make this move.

5.6 / Union Sea Lift Capacity. An SP is considered to have moved by sea if it enters an all-sea
hex, a coastal hex or a Chesapeake Bay hex anywhere along its path of movement during a
Pulse. The basic idea here is: if youre not moving strictly by river, youre using sea lift capacity.

Sea lift into the reaction radius of an enemy army is forbidden.

5.7 / Union Sea Movement. The SP is then moved by tracing a pathuntil it debarks into a
Union-controlled hex. Control of an enemy hex exists 1: if there is a friendly SP in the hex, or 2: if
the hex contains a city, or fortification that is controlled by the Union. Note: a rail line is not
sufficient for control in this instance.

Sea Movement is a point-to-point move. Unlike river movement where NSPs


may be dropped at several different locations, movement by sea cannot drop SPs at
multiple locations.

Sea Movement is permitted from Union controlled ports in Confederate territory


even if those ports are not located in coastal hexes.

5.8 / Union Amphibious Movement. The Union player may move SPs by sea or river and land
them in an enemy controlled hex, by using amphibious movement. Landing in an uncontrolled
neutral hex is simply river transport. An invasion of a controlled neutral hex is performed in
exactly the same way as any other invasion. The defender receives benefits for intrinsic value,
etc. A hex in neutral territory is enemy controlled if 1: if there is an enemy SP in the hex, or 2: if
the hex contains a city or fortification that is controlled by the Confederacy.

Invasions do not require a ground leader if a naval leader is present.

Invasions into an army reaction radius are permitted, but will trigger a reaction
roll as with ground movement.

Amphibious Movement Procedure 8. Confederate losses must be taken first from SPs
occupying the invasion hex. If the hex contains no SPs, then an SP loss is considered to
eliminate the Confederate force in the hex for retreat purposes. The Confederate force is
considered to exist for purposes of retreat priority #1 until all actual SPs are eliminated and a
further loss must be taken from the hex.

Example: The Union attacks a Confederate VP city defended by 1 SP in a fort amphibious


defensive strength 4. The Union force is 3 SPs and 3 transports amphibious strength 4. Both
sides inflict d1 on the other. The Union must retreat despite the fact that all Confederate SPs are
eliminated because the Confederate force is still considered to exist. Although the SP was lost no
further losses were taken.

Example: The Union attacks a Confederate VP city defended by 1 SP and a fortress amphibious
defensive strength 5. The CSA has a leader with a +1 DRM. The Union force is 3 SPs, 3
transports and 3 Ironclads amphibious strength 7. The USA has leaders with +3 DRMs The
CSA inflicts a d2 result but suffers a d2 result. In this case the CSA loses the combat. The
defending SP was lost and a further loss was taken from the hex.

5.10 / Naval Combat

Naval Combat Results. Damaged ironclads or transports are immediately placed on the Game-
Turn Record Track for the next turn. To be clear, a damaged union NSP is placed on the return
track without further ado, even if it can be demonstrated that it would be passing enemy fort
hexsides.

6.3 Supply Line Restrictions. A supply line cannot be traced intoa hex in the reaction radius
of an enemy Army. However, an Army reaction radius does not block a supply line being traced
by river.

7.2 Army Placement SPs may be placed directly into a friendly Army. To do so, the Army must
be able to trace a supply line to a supply source located in friendly territory. However, the Union
supply line may not be traced by sea, or through the Chesapeake Bay. The issue here is that the
Union should not be able to draw reinforcements into an army operating in Virginia without an
overland supply line. Without that supply line the Union must sea lift reinforcements via the
Chesapeake Bay.

If Washington, D.C. is isolated, SPs may still be entered to a supplied


Washington, D.C. by VP city placement. An army located in the city may also draw SPs
by VP city placement. An army that is drawing supply via the Chesapeake Bay, which
is not in a VP city, cannot draw SPs via Army Placement until it reestablishes connection
to a supply source in friendly territory.

The following VP cities are unsupplied at the start of the game:


o North Carolina: Plymouth
o Louisiana: Port Hudson, Alexandria, Shreveport
o Texas: Marshall, Sabine City, Galveston, Austin, San Antonio, Corpus
Christi, Brownsville

9.3 / Army Reaction Movement

Reaction Radius. A Reaction Radius never extends into the followingInto a hex occupied by
an enemy force. The reaction radius of an army *does* extend into a hex containing a supplied
enemy fortification, if there are no SPs in the fortification, except where restricted by navigable
river hexsides controlled by the fortification.

10 / Cavalry. A cavalry force becomes an infantry force if its leader is killed or wounded, or if it is
dropped off during movement. A cavalry leader may not drop off SPs if doing so would change
the status of the force from cavalry to infantry and thus change the control of any city or rail line in
the hex. Cavalry leader moves leaving SPs leaderless may be allowed, but players will note that
the control of any city or rail line in the hex is unaffected.

11 / Forts, Fortresses and Stockades. The CP cost chart indicates that a fort must be
constructed in a VP city. This is an error. 40-R allows forts to be constructed in any supplied hex
with an SP, and the example in italics on page 25-L shows a fort being placed on the CS side of
the Potomac.

A Confederate controlled Fort Monroe does not close the Chesapeake Bay to
Union sea movement, supply, and does not fire on any transports moving into/out of the
Bay.

Clarification of map printed fortresses. Each fort fires on approaching invasion


fleets as follows:
o Ft. Monroe 2 shots as ships move up the James River (assuming CSA
control).
o Ft. Fisher 2 shots as ships move up the Cape Fear River.
o Ft. Sumter 1 shot as ships approach Charleston.
o Ft. Pulaski 1 shot as ships approach Savannah.
o Ft. Gadsden 2 shots as ships move up the Chattahoochee River.
o Ft. Morgan 2 shots as ships move into Mobile Bay.
o Ft. Pike 3 shots as ships cross Lake Pontchartrain.
o Ft. Jackson 2 shots as ships move up the Mississippi River.

13 / State Militia Mobilization. The SP is placed on a VP city in the state after the enemy force
enters a hex in the state (including border hexes). In general, a militia SP should not be placed in
an open VP city that is within the reaction radius of an enemy army.

In PBEM games using a rule where militia is entered on the players pulse-half
placement in a VP city within the reaction radius of an enemy army should be permitted
*if* the placement wouldve been legal in a FTF game.

Example: The AoNV enters 4904 (PA/MD border) and then stops in 4903. The Union player
should be permitted to enter a militia point at Chambersburg. In FTF this can happen the
moment the AoNV enters 4904.

Example: The AoNV enters PA via 5104. Chambersburg would be in the reaction radius of the
AoNV at the moment mobilization is triggered. In this case the militia cannot be placed into
Chambersburg.

Union reinforcement of Ft. Pickens does not trigger entry of the FL militia. Ft.
Pickens is Union friendly territory.

15 / Far West Option

15.2 / Tribal Indians

Movement. [] a Tribal Indian may never enter any of the following:

A hex containing a supplied fort/fortress, regardless of who owns the fortification.

Retreat Before Combat. A Tribal Indian that is unable to retreat suffers the consequences of
being attacked by the force entering its hex. A Tribal Indian does not screen like cavalry, and the
procedure may be repeated several times as the attacking force uses up its movement points.

Tribal Indian Combat. SPs, Civilized Indians, and Texas Rangers may attack Tribal Indians.
When an SP enters a Tribal Indians hex, the Indian is immediately eliminated and placed on the
next turn on the Far West Game-Turn Record Track. The SP does not require supply for combat
against Tribal Indians. Thus, no supply line is traced, nor are there any other consequences such
as automatic demoralization if out-of-supply, and the attacking force may continue to use up its
movement points as desired.

15.3 / Civilized Indians and Stand Watie

Movement: Civilized Indians are subject to the same supply rules as an SP, including the effects
of Confederate Supply Loss (i.e., if out of supply, their Movement Point Allowance is reduced to 3
and they are Demoralized if they engage in combat). Civilized Indians control the hexes they
enter in the same manner as SPs.

Civilized Indians always ignore the effects of friendly, enemy, and neutral
territory; however, they may not enter a hex in Texas, Arkansas, Missouri, or Iowa. They
may enter Kansas and Indian Territory or a border hex containing a part of Kansas or
Indian Territory.
A CS Civilized Indian will activate militia if it enters Kansas.

15.5 / Reinforcements Supply need not exist for entry of any far west counter with the exception
of any discretionary SPs entered by the CS player.

Watie is placed with a CS Civilized Indian as an initiative reinforcement or a dice


difference point [but supply need not be traced].
Far West commands or discretionary commands must be used to enter all FW
units [except Watie]
Civilized Indians and Watie may be placed in the TransMississippi portion of
Indian Territory.
SPs eliminated through combat in the Far West are not sent to the Game Turn
Record Track they are simply eliminated.
SPs may be entered as reinforcements by the Confederate player using VP-city
placement.

15.7 / Scenarios and Victory


1 VP for every 2 enemy cities and/or stockades destroyed [plus VP value of each VP city
destroyed] by an Indian Raid. Ignore fractions. Players should decide prior to game-start what
happens when a VP city is destroyed, as this can affect state/territory conversion, Confederate
Production, and even potentially close a port.

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