antietam 1862

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Battlefield: Place terrain hexes as shown on the diagram above. Special Terrains: Sunken Road Movement cost on road hexside: 1/2 MP. Crossing Sunken road hex: 1 MP Infantry e Cavalry have -2 dice modifier when attacking not from Sunken Road hexside. Artillery may not firing from a Sunken Road. Line of sight: not blocked. Dunkard Church (P8 Hex ): Units in such hex does not consider the retreat result. Artillery units have -1 die modifier (cavalry and infantry: -2), when are firing at Dunkard Church. Antietam Creek is crossable only on the bridges. Units must stop movement in the bridge hex, in the next activation, crossing the bridge need all movement Points. Scenario Lenght: The battle starts at 7.00 am and ends at 8.00 pm. Activation Dice: The CSA player rolls 5 dice; the US player rolls 3 dice. Special Rules: Infantry and Cavalry unit with 1 Combat Factor left (the stand), or after modifiers for terrain, rolls minimun 1 die in combat. Victory Conditions (VC): Some hexes on map have a red circle with a number. That is the number of Victory Points (VPs), that UNION PLAYER gains if he controls these hexes at the end of battle. The confederate player gains a number of VPs equal to the step value of the US units eliminated.The player with the most VPs is the winner. 1 C 2006 GIOGAMES Antietam 1862 Creek hexside Orchard Woods Major road Town Cornfield Sunken road Hill A13 A12 A11 A10 A9 A8 A7 A6 A5 A4 A3 A2 A1 V13 V12 V11 V10 V9 V8 V7 V6 V5 V4 V3 V2 V1 C1 E1 G1 I1 L1 N1 P1 R1 T1 B1 D1 F1 H1 M1 O1 Q1 S1 K1 U1 2 2 2 2 2 2 2 3

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Page 1: Antietam 1862

Battlefield:Place terrain hexes as shown on the diagram above.

Special Terrains:Sunken RoadMovement cost on road hexside: 1/2 MP.Crossing Sunken road hex: 1 MPInfantry e Cavalry have -2 dice modifier when attacking notfrom Sunken Road hexside.Artillery may not firing from a Sunken Road.Line of sight: not blocked.

Dunkard Church (P8 Hex ):Units in such hex does not consider the retreat result.Artillery units have -1 die modifier (cavalry and infantry: -2),when are firing at Dunkard Church.

Antietam Creek is crossable only on the bridges.Units must stop movement in the bridge hex, in the nextactivation, crossing the bridge need all movement Points.

Scenario Lenght:The battle starts at 7.00 am and ends at 8.00 pm.

Activation Dice:The CSA player rolls 5 dice; the US player rolls 3 dice.

Special Rules:Infantry and Cavalry unit with 1 Combat Factor left (thestand), or after modifiers for terrain, rolls minimun 1 die incombat.

Victory Conditions (VC):Some hexes on map have a red circle with a number.That is the number of Victory Points (VPs), that UNIONPLAYER gains if he controls these hexes at the end of battle.The confederate player gains a number of VPs equal to thestep value of the US units eliminated.The player with the mostVPs is the winner.

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C 2006 GIOGAMES

Antietam 1862

Creek hexside

Orchard

Woods

Major road

Town

Cornfield

Sunken road

Hill

A13

A12

A11

A10

A9

A8

A7

A6

A5

A4

A3

A2

A1

V13

V12

V11

V10

V9

V8

V7

V6

V5

V4

V3

V2

V1C1 E1 G1 I1 L1 N1 P1 R1 T1

B1 D1 F1 H1 M1 O1 Q1 S1K1 U1

2

2

2

22

2

2

3

Page 2: Antietam 1862

2

Yankees & Rebels

Antietam: September 17th, 1862

Corp Unit type Tra Hex CF Corp Unit type Tra Hex CF

REINFORCEMENTS:

Corp Unit type Tra Hex CFentry

h. 07 amUNION UNITSON MAP:

h. 07 amCONFEDERATE UNITSON MAP:

TABELS LEGEND:

TERRAIN EFFECTS:LoS Line of SightMPs # of Movements points required to enter

# of dice malus attacking this hex

SCENARIOTra training unit

Cons ConscriptsVet VeteransElite Elites

Hex Unit starting position

CF Unit Combat Factor (stand+chips)

I° Infantry Vet H11 5

Longstreet Infantry Vet A13 5

Infantry Elite F6 2

Infantry Elite G5 2

Infantry Elite B4 2

Infantry Elite D5 2

Infantry Elite O11 5

Artillery Vet C6 2

Artillery Vet O10 2

I° Infantry Vet V11 4

Infantry Vet V10 4

Hooker Infantry Vet V9 4

Artillery Vet V9 2

II° Infantry Vet R2 4

Infantry Vet S3 4

Sumner Infantry Vet T3 4

Artillery Vet S3 2

IX° Infantry Vet C1 4

Infantry Vet D1 4

Burnside Infantry Vet D2 4

Infantry Vet E1 4

Artillery Vet C1 2

XII° Infantry Vet V4 4

Infantry Vet V3 4

Mansfeld Cavalry Vet V3 2

Artillery Vet V4 2

VII° Infantry Vet U1 4

Infantry Vet U2 4

Franklin Infantry Vet V1 4

Artillery Vet V1 2II° Infantry Elite S6 2

Jackson Infantry Elite S7 2

Infantry Vet A8 5

Infantry Elite R10 2

Infantry Elite S11 2

Infantry Elite N5 2

Infantry Elite N6 2

Cavalry Elite R13 2

Cavalry Elite S13 2

Artillery Vet L7 2

Artillery Vet S6 2

Artillery Vet S13 2

V° Infantry Vet G1 4

Infantry Vet H1 4

Porter Infantry Vet I1 4

Artillery Vet I1 2

C 2006 GIOGAMES

“Histo Command Dice” System Game

www.giogames.it

GIOGAMESVia Seminario, 1623900 LECCOITALY

[email protected]

h. 1 pm:At start of this turn, place the “Corp Indicator” inthe container with the others corp markers.

CREDITS:

Scenario byGiovanni Crippa

Special thanks to all friends of the “WargamesClub Lecco” for playtesting and suggestions.