Unconditional Surrender
Summary
last updated
1/16/97
EQUIPMENT
- Leader counters are Initiative-Rally-Radius (small no. is divisional ID)
- Unit counters have only ID (strength is on roster sheet)
- A Brigade is up to 3 counters
- Roster Sheets are secret: cannot write enemy strengths or see a blank
copy of their Roster Sheet during the game.
- Artillery have Support Fire Strength-Bombardment Strength-Range
(* = rifled guns (optional rule))
gun points and crew points on Roster Sheet
SEQUENCE
Confederates, then Union:
- First Movement
- First Combat
- First Rally
- Face Change for Inactive Player - units not in ZOC only
- Second Movement - except for units which attacked (may face change)
- Second Combat - except for those which attacked
- Second Rally
MOVEMENT
- INF: 6 MPs
- if Disordered or Out of Command: 4 MPs
- ARTILLERY: 4 MPs
- HQ: 12 MPs
- 2602/2701 hexside impassable
- cannot move into enemy hex (unless only HQ there)
- costs +1 MP to enter your own flank or rear hex
- costs 1 MP to change facing during Movement, but free during Grand
Tactical Movement (read Strategic Movement) or retreat
STACKING
- stack 2 high + 2 artillery + infinite HQ's - applies at all times
- free inspection of stacks
- all units stacked together must end with the same facing
ZOC
- counters face to a hex corner
- ZOC is exerted in 2 front hexes (including enemy-occupied hexes)
- entering ZOC stops movement, but not facing changes (+1MP)
- legal to move from 1 ZOC to another (but costs, see table)
- can't put your own flank or rear into ZOC unless it either puts the
enemy into ZOC or there is a friendly unit in the hex already which
has the enemy in ZOC
- units beginning in this state must fix it ASAP (does not apply to
advance & retreat)
- artillery can't enter ZOC unless a friendly unit already there
GRAND TACTICAL MOVEMENT (GTM)
- all on roads which are 3+ hexes from the enemy unless
friendly-occupied and never adjacent to enemy
- can't pass into or thru other units which have used GTM
- GTM doubles MA for INF, triples MA for ART
- each hex costs only 1, regardless of terrain
- can be used if disordered, OCC or Fragmented
- can ignore rifle pits
COMMAND CONTROL
- in CC if w/in own leader's radius – check at start of movement phase
- path can't go thru enemy units or adjacent to such units unless
friendly-occupied
- unless a brigade is fragmented, if any of its units are in CC, then
the entire brigade is in CC
- Effects of OCC besides reduced MA:
- can't move adjacent to enemy even if already adjacent
- penalty on attack (see table)
- All units of 1 division are moved before proceeding to the next
division. Make DR. If <= Initiative of commander, units move
normally. Otherwise, all are OCC unless stacked with commander.
- Division leaders add the leadership bonus of any army commander
stacked with them.
- Players can check initiative of all leaders within the radius of the
army commander before deciding which division to move first.
- Initiative is checked in every movement phase.
FRAGMENTATION
- occurs when a brigade component starts out not at least
adjacent to the other components
- nullified if stacked with a divisional or army commander
- effect is just like OCC (not cumulative)
COMBAT
- artillery can also support in defense, attacker allocates first:
- Attacker announces attack including artillery
- Defender announces artillery
- Determine whether attack is frontal or flank
- Total points & modify for terrain
- Determine artillery superiority
- Calculate odds and roll
- INF can only attack their front hexes (but not if disordered)
- Attack is mandatory unless
- another friendly unit spent entire movement phase in hex OR
- another friendly unit in hex attacks OR
- unit is disordered OR
- in a rifle pit or Ft. Donelson
- Every enemy unit w/ an attacking unit in its ZOC must be attacked
(bombardment is insufficient). If a unit can't attack, result is
automatically "ret 20 / 0"
- ZOCS of disordered do compel attack
- multi-hex combat permitted
- get a Flank Attack bonus if in defender's flank or rear hex and
not yourself in any enemy's ZOC
- can't be flanked through rifle pit hexsides or into the Fort
- at most 5 INF points can attack out of or into a hex
- at most 4 INF points across a stream or to higher ground (mere
ridge hexsides don't count as long as level the same on both sides)
COMBAT RESULTS
- if all defending INF are destroyed in battle, ART suffer R2 (retreat 2)
if it hasn't received such already – same for attack hex
- retreats don't affect ART who merely provide support fire
- units which retreat are Disordered
- retreaters must first avoid ZOC, then overstack
- Union retreats west, or if too difficult, south
- Confederates retreat to nearest rifle pit when outside perimeter
or to Fort when inside it
- Each retreat through ZOC loses 1 SP (ART lose 1 Gun Point) for each
unit in stack not negated by friendly units in the hex
- Retreaters cannot top in ZOC - must continue - can't stop in overstack
either - can't retreat off board
- If no retreat, all SP are lost, but unit can still be re-organized
- Attackers can advance into a vacated hex and go 1 hex further as long
as one attacker stays in the hex. All attackers can change facing
by 60 degrees.
- ART can advance if firing canister
ENGAGEMENT
- Combat result ENG = Engagement – use markers to cover all units
which triggered it
- Leaders are never engaged
- Engaged units marked by the enemy's color can move, but must stay
adjacent to at least one of the units it is engaged with
- In the FIRST friendly combat phase, units marked by friendly color
engaged counter must attack unless:
- another unit in the hex attacks OR
- it is Disordered
- Units engaged during the 2nd Combat Phase still attack, even if they
attacked during the 1st Combat Phase
- they must attack at least one of the units they are engaged with
- engaged artillery must also fire at engaged enemy (or defend itself)
- If 50% of troops are not engaged, they get a +2 DRM (fresh strength)
(can be canceled if both sides have fresh strength)
- unengaged units should be totaled up first when calculating for fresh
strength
- Engagement ends when:
- a second unit in the unit's hex attacks one of its
enemies and the unit does not (relief)
- all the enemy engaged units are no longer adjacent or
have had their markers removed
DISORDER
- leaders are never disordered
- disordered units have normal ZOC and facing
- if a disordered unit ends any phase with other units, it causes
them to also be disordered
- disordered Union units can never move north (e.g. 1900 to 1800)
and disordered Confederate units can never move south
- disordered units cannot attack and defend at -2
RALLY
- removes Disordered marker
- to occur, must not be adjacent to enemy
- if stacked w/ army or division commander, rallies on rally value
- if not so stacked, rallies as follows:
ARTILLERY
- strength remains constant throughout life of unit
- have limbered (ready to move) & unlimbered (ready to fire) modes
- MOVEMENT:
- can only move when limbered, can only fire when unlimbered
- can change formation only in the friendly movement phase
- costs 3 MP to unlimber, free to limber
- retreating automatically causes ART to limber
- removed when all gun & crew points lost
- cannot cross streams except if a road and cannot enter ZOC except
to join INF
- COMBAT:
- field of fire departs from the front 2 hexes, then 3 hexes,
then 4 hexes, etc.
- if stacked with INF & cannot attack the hex that is attacking it,
it is not considered to be defending the hex
- in self-defense, automatically unlimbers & fires canister
(which doubles support fire strength)
- can also fire canister if attacking an adjacent hex, but loses 1
crew point if in ZOC while doing so
- ART fire not modified by terrain
- ART needs at least one of the defenders in its field of fire and
in sight
- can support 1 combat or bombard once per phase
- supporting ART ignored for determining attack requirements &
flank attack unless firing canister
- ART superiority defined by:
- one side has ART & the other does not
- both sides have ART, but one has 2+ points more
- alone in a hex, ART strength = 2 x Support Fire, cannot provide
its own support fire
- Eng result makes ART lose 1 gun and retreat 2 (instead)
- Defender loses 1 means loses 1 gun point
- Defender loses 2 means loses 2 gun point
- R results means ART destroyed
- LINE OF SIGHT:
- consult the Line of Sight Key to find out which hexes are
included in the LOS and to ensure that all are clear
- High Ground blocks LOS unless both firer & target are on High Ground
- Woods block LOS unless both firer & target are on High Ground and
Woods are not
- Thicket doesn't block LOS
- Buildings do not block LOS
- Hexside ridges block just like high ground
- Combat units block LOS except for INF in the same attack and if
- unit(s) are between 2 ground-level hexes
- unit(s) are between 2 High Ground hexes, units on
High Ground
- between high & level ground, block if on High Ground
or on Level Ground if unit is adjacent to either firer
on target
- Leaders never block LOS
DETACHMENT
- regiments can be detached from brigades (regiment counters)
- regiment losses marked on Roster Sheet against regiment, not brigade
- detaching increases Shatter value by 2, attaching decreases it
by one less than the number of points replaced
- regiments follow same command control & init. rules
- when detaching, mark 3 brigade roster boxes with a "d"
- cannot detach if Disordered or Engaged
- cannot detach during 2nd Movement if attacked during First Movement
- stacking can be temporarily violated to detach
- can re-attach to any brigade of the same division
- must start movement in same hex & cannot be
disordered or engaged
- erase one "d" for each strength in the re-attached regiment
SHATTER
- occurs when a unit's losses reach shatter number on Roster Sheet
- remove unit from play
- there are 2 shatter levels for brigades
- after reaching 1st shatter number, remove all brigade's counters
- reorganize
- after reorganization, remove counters when 2nd shatter number reached
- can only re-organize once
- regiments shatter when they have only 1 point left
- lost he last point and count against army morale
- if detaching sends a brigade over the shatter number, it does not
shatter immediately, but waits until the next loss
REORGANIZATION
- takes 3 turns
- unit recovers 1/3 of the points it has lost, round 1/2 up, e.g.
4 losses yields 1, 5 losses yields 2, etc.
- use smallest no. of counters required
- split up points as you like if only 2 counters
- place returning unit with another unit of its division or army
commander, not adjacent to enemy
- returning a unit reduces demoralization by number recovered
BRIGADE TRANSFER
- during movement, roll 1-3, otherwise no transfer from that division
- new command control starts in the next phase
- rally benefits still come from the old commander, not the new
- a division can only have one of its brigades transferred away
- the division being w/in Grant's command radius nullfies need to roll
- Confederate can only do this if the divisional commander is in the
army commander's radius
- for inactive Union divisions, transfer occurs on 1-2
ARMY MORALE
- track demoralization on Roster Sheet (can be negative) per chart
- numbers in boxes on the demoralization track show dr needed to
demoralize the army
- if either side demoralizes, the game ends
RIFLE PITS & FORT DONELSON
- Confederate must keep at least 1 unit in the fort during the game
unless the Union takes at least 1 fort hex
- Confederates ignore +1 rifle pit cost on turn 1
- ART need a road to cross a rifle pit hexside
- unit in a rifle pit or fort exerts ZOC to all 6 surrounding hexes
- ZOC does not extend into rifle pits
- units in rifle pits or fort never have to attack (for rifle pits,
only applies if enemy are across the rifle pit hexsides)
- being inside a rifle pit and attacked across a rifle pit hexside
nullifies flank attack credit
- attacks on fort are always frontal
- 1 DRM if all defenders in fort or rifle pit
- defender retreat reduced by 1 if in fort or across rifle pit hexside
(R1 does not affect morale)
- fort doubles defender (max 10)
GARRISONS
- guard many rifle pits with only a single INF by putting a Garrison
marker on it
- this guards all pits w/in 4 hexes of the INF
- INF must have at least 2 strength
- each pit now has a ZOC & nominal 1 point strength in it
- undispersing takes 1 full movement phase during which it cannot move
(may not undisperse adjacent to enemy)
NIGHT
- game lasts 2 days
- cannot enter hexes adjacent to enemy at night, no combat,
all engagement markers pulled, automatic rally
- all shattered units reorganized
- Union receives +15 additional points
- overage can be placed via extra regiments
REINFORCEMENTS
- Union reinf. arrive in hex 2125 (not a misprint)
- 1st unit pays 1 MP to enter 2125, 2nd pays 2 MP, etc.
- may be assigned to 1st or 2nd divisions if active, but if none
active, automatically assigned to 3rd
SURPRISE
- Union cannot move until activated except for brigade transfers on a 1-2
- need a 6 on Division Activation Matrix
Division to Activate | Division Attacked |
1 | 2 | 3 |
1 | Auto | -2 | -1 |
2 | -2 | Auto | 1 |
3 | -1 | 0 | Auto |
Other Modifiers:
+1 on turns 2-3
+2 on turn 4
+3 on turn 5+
+2 if any Confederate unit has exited the map
+2 if an activated division leader is stacked with
the inactive division leader when roll is made
+4 if Grant is stacked with the divison leader
- activation automatic if rifle pits of the division's numbers are
not garrisoned (in or adjacent)
VICTORY CONDITIONS
- when Confederate has at least 7 Union deployment hexes (last to
move through is good enough) at the end of a player turn, draw
a victory objective hex, either Defend or Breakout
- DEFEND:
- hold the fort, hex 1309 and hold or be adjacent to every
high ground hex within 5 of these locations (not 1421)
and meet these conditions at the end of both days AND
- cause Union to lose >45 INF and gun points
- BREAKOUT:
- exit 50+ INF and gun points from map
- exiting 65+ is decisive victory
- Union victory:
- at end of either day
- capture 4 battery groups: decisive
- 1-3 groups: tactical
- either side wins by demoralizing the enemy
Please forward any comments and additions to
Rick Heli