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Across_5_Aprils_combined_rules_(revised_and_reformatted)

Across Five Aprils is a board game that simulates five significant battles of the American Civil War, utilizing a shared set of basic rules along with exclusive rules for each battle. The game includes various components such as maps, playing pieces, and player aid cards to facilitate gameplay, which is structured into distinct phases and segments. Players can engage in combat, manage reinforcements, and navigate terrain while aiming to achieve victory conditions specific to each battle.

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0% found this document useful (0 votes)
3 views31 pages

Across_5_Aprils_combined_rules_(revised_and_reformatted)

Across Five Aprils is a board game that simulates five significant battles of the American Civil War, utilizing a shared set of basic rules along with exclusive rules for each battle. The game includes various components such as maps, playing pieces, and player aid cards to facilitate gameplay, which is structured into distinct phases and segments. Players can engage in combat, manage reinforcements, and navigate terrain while aiming to achieve victory conditions specific to each battle.

Uploaded by

slippy95
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
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Across Five Aprils (Combined Rules) 14.6 Options ...................................................................

13
Contents 15.0 GETTYSBURG EXCLUSIVE RULES ................................. 14
1.0 INTRODUCTION............................................................... 1 15.1 Big Round Top......................................................... 14
1.1 Rules Questions .......................................................... 1 15.2 Fortifications ........................................................... 14
1.2 Abbreviations ............................................................. 1 15.3 Union Movement Restrictions................................ 14
2.0 GAME EQUIPMENT ......................................................... 2 15.4 Special Confederate Movement Rules ................... 14
2.1 Maps ........................................................................... 2 15.5 The Unfinished Railroad Line .................................. 14
2.2 Playing Pieces ............................................................. 2 15.6 Victory Conditions .................................................. 14
2.3 Player Aid Cards .......................................................... 3 16.0 BENTONVILLE EXCLUSIVE RULES ................................. 15
3.0 SEQUENCE OF PLAY ........................................................ 3 16.1 Union Phase Markers ............................................. 15
3.1 Phase Marker Cup Segment ....................................... 4 16.2 Union Reinforcements ............................................ 15
3.2 Operations Segment ................................................... 4 16.3 Victory Conditions .................................................. 15
3.3 Game Turn Advancement Segment ........................... 4 17.0 COMPREHENSIVE EXAMPLE OF PLAY ......................... 16
4.0 MOVEMENT .................................................................... 4 17.1 Initial Set-Up ........................................................... 16
4.1 Movement Phases ...................................................... 4 17.2 Turn 1 ..................................................................... 16
4.2 Movement Procedure ................................................ 4 17.3 Turn 2 ..................................................................... 16
4.3 Stacking Limit ............................................................. 4 17.4 Turn 3 ..................................................................... 17
4.4 Exiting the Map .......................................................... 5 17.5 Turn 4 ..................................................................... 18
5.0 ZONES OF CONTROL ....................................................... 5 17.6 Postscript ................................................................ 19
5.1 General Rule ............................................................... 5 18.0 HISTORICAL NOTES ..................................................... 19
5.2 ZOCS and Movement .................................................. 5 18.1 Symbols Used ......................................................... 19
6.0 COMBAT.......................................................................... 5 18.2 First Bull Run ........................................................... 20
6.1 Combat Restrictions ................................................... 5 18.3 Pea Ridge ................................................................ 21
6.2 Combat Resolution Procedure ................................... 5 18.4 Shiloh ...................................................................... 23
6.3 Applying Combat Results ............................................ 7 18.5 Gettysburg .............................................................. 25
6.4 Morale Checks ............................................................ 7 18.6 Bentonville .............................................................. 28
6.5 Retreat ........................................................................ 7 19.0 DESIGNER'S NOTES ..................................................... 30
6.6 Advance ...................................................................... 8 19.1 Dedication .............................................................. 30
7.0 ARTILLERY ....................................................................... 8 19.2 The Origins Of Across Five Aprils ............................ 30
7.1 Bombardment ............................................................ 8 19.3 The Game System ................................................... 30
7.2 Bombardment Combat ............................................... 9 19.4 The Battles .............................................................. 30
8.0 REINFORCEMENTS .......................................................... 9 19.5 The Future .............................................................. 30
8.1 Arrival ......................................................................... 9 19.6 In Conclusion .......................................................... 31
8.2 Entry ........................................................................... 9 20.0 GAME CREDITS ............................................................ 31
9.0 NIGHT............................................................................ 10
1.0 INTRODUCTION
10.0 FORTIFICATIONS ......................................................... 10
Across Five Aprils contains five games simulating great
10.1 Fortification Effects ................................................ 10
battles of the American Civil War in one package. All five
10.2 Fortification ZOC Effects ......................................... 10
games share a set of basic rules (which you are presently
10.3 Fortification Combat Effects ................................... 10
reading), but each also has a short body of Exclusive Rules
11.0 INTRODUCTION TO THE EXCLUSIVE RULES................. 10
to simulate the unique aspects of that specific battle.
11.1 In General ............................................................... 10
11.2 Victory Determination ............................................ 10 1.1 Rules Questions
12.0 BULL RUN EXCLUSIVE RULES....................................... 11 If you have any questions about the rules to Across Five
12.1 Bull Run And Catharpin Run ................................... 11 Aprils, please feel free to mail them in, written so that they
12.2 The Unfinished Railroad Line .................................. 11 can be answered with a simple one-word response when
12.3 Combat Phase Markers .......................................... 11 possible. Be sure to enclose a stamped, self-addressed
12.4 Victory Conditions .................................................. 11 envelope. Mail your questions to:
13.0 PEA RIDGE EXCLUSIVE RULES...................................... 11 Across Five Aprils Questions
13.1 Indians .................................................................... 11 V1crory Games
13.2 Union Movement Restriction ................................. 12 4517 Harford Road
13.3 Victory Conditions .................................................. 12 Baltimore, MD 2L214
13.4 Options ................................................................... 12
1.2 Abbreviations
14.0 SHILOH EXCLUSIVE RULES ........................................... 12
Abbr Explanation Abbr Explanation
14.1 Union Phase Markers ............................................. 12
CRT Combat Results Table OH Objective Hex
14.2 Surprise Attacks ...................................................... 12
14.3 The Lexington and Tyler ......................................... 13 LOS Line of Sight TEC Terrain Effects Chart
14.4 Union Reinforcements............................................ 13 MA Movement Allowance TRT Turn Record Track
14.5 Victory Conditions .................................................. 13 MCT Morale Check Table VP Victory Point
MP Movement Point ZOC Zone of Control
2.0 GAME EQUIPMENT course of play and to determine in what order units move
A complete game of Across Five Aprils contains these items: and fight. The following playing pieces are all markers:
1. One Rules Booklet Front Back
2. One Exclusive Rules Booklet
3. 352 ⅝" Playing Pieces Game Turn
4. Two 22" x 32" Map Sheets
5. Two identical Player Aid Cards
6. Two 6-sided dice Objective Hex Control
2.1 Maps
A. The maps are divided into six-sided spaces called
hexagons (hexes), used to regulate the movement of Fortification
the playing pieces.
B. Each hex represents an area 300 yards across, and
contains one or more types of terrain affecting both Movement Phase
movement and combat during the course of play. The
different types of terrain can be identified by
examining the Terrain Key printed on each map. The
effects of terrain on movement and combat are Combat Phase
summarized on the Terrain Effects Chart (TEC) printed
on the Player Aid Cards. 2.2.2 Combat Units
Design Note: The isolated farmsteads, fences, and orchards A. Combat units represent the military formations that
(and the two ponds on the Shiloh map) have no effect upon historically participated in the battles simulated in
play whatsoever. These have been included for purely Across Five Aprils. Most of the combat units represent
aesthetic reasons, and have no influence on combat, brigades, although there are also some that represent
movement, or the tracing of Lines of Sight (LOS) in any way. smaller units such as regiments and battalions. These
2.1.1 Hex Terrain terms have no effect on play.
A. Each hex contains a symbol that indicates what type of B. Each combat unit has a series of symbols and numbers
terrain is present in that hex. There are seven different printed on it that affect its ability to move and conduct
types of terrain: clear, woods, hills, wooded-hills, combat. The backs of most combat units also have
swamp, rough, and town. symbols and numbers printed on them, some of which
B. Each hex consists of only one type of terrain; if a hex are different from those printed on the front. These
contains the symbols for more than one terrain type, reduced values are used to represent the decline in a
the entire hex is considered to consist of the terrain unit's capabilities that occurs when it suffers losses.
type that covers most of its land area. Thus, when a two-sided combat unit takes its first loss
Example: A hex that is mostly clear terrain, but which in combat, it is flipped so that its reverse is faceup;
also has some woods spilling over into it from one or when it takes another loss, it is eliminated (removed
more adjacent hexes, is considered to consist solely of from play).
clear terrain when judging terrain effects C. Casualties caused by combat are measured in terms of
Design Note: There are no rough terrain hexes on any of steps. A two sided combat unit is said to have two
the maps in Across Five Aprils. This Is not an error; steps, while a one-sided combat unit has only one step.
information for rough terrain was included on the Player D. The following sample counters identify all of the
Aid Cards and maps for sake of completeness. There will be various symbols and numbers, and the following
Rough terrain on the maps in future installments of the paragraphs explain each in turn.
Across Five Aprils series (see Designer's Notes , 19.5). 2.2.2.1 Sample Infantry
2.1.2 Hexside Terrain
A. Some hexes have hexside terrain (terrain symbols that
run along or across their sides) in addition to their hex
terrain symbol.
B. There are eight different types of hexside terrain
symbols: roads, tracks, railroads, streams, creeks,
rivers, fords, bridges, and embankments.
2.2 Playing Pieces 2.2.2.2 Sample Cavalry
There are two basic types of playing pieces in the game:
markers and combat units.
2.2.1 Markers
Markers are used to record essential information during the

2 Across Five Aprils


2.2.2.3 Sample Artillery 2.2.7 Defense Strength
This value represents a unit's combat power on the
defense. Each point of defense strength equals about 400
infantrymen or cavalrymen, or 3 to 4 cannons.
2.2.8 Movement Allowance
This is the number of Movement Points (MPs) that a unit
2.2.3 Unit Types can expend each time it moves. The TEC shows bow many
A. There are three basic types of combat units in the MPs must be spent to enter each type of hex and/or cross
game, each of which is shown by a different unit type each type of hexside.
silhouette.
B. The three types are: 2.2.9 Morale Rating
1. These units consist of foot soldiers who carried A. This number measures how well a unit's soldiers
either rifled muskets, or breech-loading carbines or performed in battle, representing the fact that some
rifles. units historically fought much better than others. A
2. These units represent soldiers mounted on horses rating of zero (0) is considered average; those units
who were usually armed with swords in addition to with positive numbers are above average, while those
either pistols or carbines. with negative ratings are below average.
3. These units represent several batteries (4-6 guns B. The Morale Rating is used to modify die rolls made
apiece) of horse-drawn, smoothbore or rifled when attacking and defending in combat, and when
cannons. resolving morale checks (6.4).
Design Note: There is a fourth type of combat unit in the 2.2.10 Setup Hex/Entry Turn and Location
Shiloh game: the gunboats Lexington and Tyler. The details A. If a unit begins a game on-map, the hex in which it is
of these two units are given in the Shiloh Exclusive Rules. set-up is printed on it. If a unit enters after play has
2.2.4 Formation Color Designation started, it is called a reinforcement. Each reinforcement
A. The three numbers printed across the bottom of each unit has a code printed on it: a number followed by a
combat unit (Attack Strength, Defense Strength, and letter. The number lists the turn on which the unit
Movement Allowance [MA], reading from left to right) enters play, while the letter indicates the entry hex or
are color-coded to signify which formation it belongs hexes corresponding to the letter printed on the map
to. All combat units in a battle with the same color where the unit enters.
numbers belong to the same formation. B. Some reinforcements list two entry hexes separated by
B. During play, all of the units in a formation move a slash. This means that the unit can enter play at
together, and units belonging to other formations either of those hexes. Furthermore, all such units in a
cannot move at that time. group entering play on the same turn need not use the
same entry hex.
2.2.5 Unit Designation
A. Besides being color-coded by formation, each unit also 2.2.11 Game ID
has one or two pieces of information printed on it to A two-letter abbreviation is printed on the back of each unit
give its historical designation. to indicate to which of the five battles it belongs:
B. Most Union units are identified by a series of Arabic ID Battle
and roman numerals separated by slashes. Reading BR Bull Run
from left to right (or bottom to top), the first number BV Bentonville
lists the unit's brigade number, the second its division GB Gettysburg
number, and the roman numeral (if any) identifies the PR Pea Ridge
corps to which it belongs. SH Shiloh
Example: The listing 1/2/XX identifies a unit as the 1st
2.3 Player Aid Cards
Brigade of the 2nd Division of the 20th Corps.
There are two identical Player Aid Cards included in Across
C. Most Confederate units (and some Union units) are
Five Aprils, one for each player. They contain the TEC, the
identified by the brigade commander's name, which is
Combat Results Tables (CRTs). the Morale Check Table
printed vertically on the left side. Sometimes, a unit
(MCT), the Retreat Priorities and Retreat Prohibitions
designation lists a regimental title, such as 24th Mo
Charts, and a Sequence of Play Summary.
(24th Missouri), or a Corps number such as V Corps,
instead of the brigade commander's name. 3.0 SEQUENCE OF PLAY
D. Most Confederate units have a second unit Across Five Aprils are played in game turns (turns). Each
designation: a name printed horizontally across the turn is divided into three segments that must be played
unit. This is the division commander's name. through in exactly the following order:
1. Phase Marker Cup Segment
2.2.6 Attack Strength
2. Operations Segment
This value represents a unit's combat power on the attack.
3. Game Turn Advancement Segment

Across Five Aprils 3


3.1 Phase Marker Cup Segment 4.0 MOVEMENT
A. In this segment, place all Phase Markers currently in 4.1 Movement Phases
play into a single opaque cup or container (the Phase 4.1.1 In General
Marker Cup). When a formation's Movement Phase Marker is drawn, all
B. There are two kinds of Phase Markers: units belonging to that formation can move. No other units,
on either side, can move during that formation's Movement
3.1.1 Movement Phase Markers
Phase.
A. The combat units of both sides are divided into
formations identified by the color-coding of the three 4.1.2 Multiple Movement Phase Markers
numbers printed across the bottom of the playing If a formation bas two Movement Phase Markers, its units
pieces. Each Formation has one or two Movement conduct a Movement Phase the first time that one of the
Phase Markers in the same color as that Formation's Movement Phase Markers is drawn during the Operations
component units. Segment. The formation's units do not move again when
B. During the Phase Cup Marker Segment place all the second Movement Phase Marker is drawn.
Movement Phase Markers due to enter play in the Exception: In Gettysburg, units belonging to formations
current turn into the Phase Marker Cup with the with two Movement Phase markers can move when either,
Movement Phase Markers belonging to the formations but not both, is drawn (15.4.1).
that currently have at least one unit on the map.
4.2 Movement Procedure
Design Note: Generally, formations reflect the divisional or
Each unit bas a MA. This is the number of MPs that it can
corps organizations historically used in these battles. In
expend in a Movement Phase. Units move from hex to
some cases, units are grouped into formations according to
adjacent hex, paying a cost in MPs that varies depending
their proximity to one another, the order and location in
upon the type of terrain that it enters and hexside that it
which they arrive as reinforcements, and other
crosses. When a unit crosses a hexside, add the hexside
considerations related to simplifying the player's task.
terrain cost to the hex terrain cost to enter the hex.
3.1.2 Combat Phase Markers Example: An infantry unit that enters a woods hex across a
A. Each side has a single Combat Phase Marker. Place stream would expend 3 MPs (2 for the woods, +1 for the
them in the Phase Marker Cup unless they are not due stream). If the infantry unit instead crossed the stream at a
to come into play until a future turn. ford, it would pay only 2 MPs, since the ford negates the
B. In Bull Run, both sides' Combat Phase Markers come cost of the stream. (A bridge would have the same effect.)
into play only on Turn 2. In Bentonville, the Union
4.2.1 Movement Along Roads, Tracks, and Railroads
Combat Phase Marker enters play on Turn 2, while in
If a unit enters a hex by crossing a hexside that is also
Shiloh, the Union Combat Phase Marker can enter
crossed by a road, track, or railroad (essentially moving
anytime between Turns 3 and 6.
along the road, track, or RR), the unit ignores the normal
3.2 Operations Segment cost of all hex and hexside terrain in the hex, and pays the
A. The players alternate drawing markers from the cup road/track/RR cost instead.
one at a time, with the Confederacy always drawing
4.2.2 Movement Restrictions
first. All movement or combat caused by the drawing of
A. A unit cannot enter a hex if doing so would cause it to
a marker must be resolved before another is drawn.
exceed its printed MA.
1. If a Movement Phase Marker is drawn, the owner
Exception: During its Movement Phase, a unit can
can move all units belonging to that formation.
always move one hex, regardless of MP costs, so long
2. If the Union or Confederate Combat Phase Marker
as it does not enter or cross prohibited terrain.
is drawn, that side's Combat Phase is immediately
B. A road, track, or RR cannot be used to enter a hex that
resolved (6.0).
is already stacked to the limit (i.e., contains 2 units; see
B. Continue drawing markers (alternating between the
4.3). In this case, units wishing to move through the
players) until none remains. At that point the
hex must pay the normal MP cost to enter the hex.
Operations Segment ends.
C. A unit can never enter or cross terrain types that are
3.3 Game Turn Advancement Segment prohibited to it.
Advance the Game Turn Marker one space on the Turn Example: Artillery and cavalry are prohibited from
Record Track (TRT). A new turn begins with the Phase entering rough terrain and from crossing
Marker Cup Segment. However, if that turn's space on the embankments. Artillery units are also prohibited from
TRT has the words Victory Determination, then no more entering swamp.
turns remain, and the players must determine the winner D. A unit must stop when it enters an enemy Zone of
(see Exclusive Rules). Control (ZOC, 5.0).
Exception: In Pea Ridge, Gettysburg and Shiloh, the players
4.3 Stacking Limit
must check to see if one of them has won at the end of
4.3.1 In General
each day. If either has achieved a victory, then the game
A. Any number of units can move through a single hex
ends immediately. If not, play proceeds to the next turn.
during an Operations Segment, but no more than two

4 Across Five Aprils


units of any type can ever voluntarily end their is drawn during the Operations Segment, that side
movement stacked in the same hex. immediately conducts its Combat Phase.
B. The only time this can be exceeded is when a unit is B. There ls no combat during a formation's Movement
forced to retreat as a result of combat and cannot Phase.
conduct an extended retreat (6.5) because of the
6.1 Combat Restrictions
location of enemy units and/or their ZOCs. Place the
A. Every enemy unit that exerts a ZOC into a friendly-
overstacked unit(s) at the bottom of the stack.
occupied hex must be engaged in combat.
4.3.2 Effects of Overstacking B. The rule requires only that each enemy unit that exerts
Units stacked in a hex in excess of the stacking limit may not a ZOC into a friendly-occupied hex must be attacked; it
attack, and do not count when determining the hex's does not require that it be one of those same friendly
defense strength. However, the overstacked unit(s) suffer units that attacks it. Therefore, a Bombardment Attack
the full effects of any combat result applied against units in (7.0) conducted by artillery units that are not in the
the hex (i.e., step losses, retreats, and morale checks are enemy unit's ZOC can be used to satisfy this
applied in full). Furthermore, the owner of the overstacked requirement.
units must move the excess unit(s) out of the hex at the C. All friendly units that are in enemy ZOCs must attack
very first opportunity. one or more adjacent hexes containing enemy units.
D. Each combat must be announced and completely
4.4 Exiting the Map
resolved before another can be conducted.
Units cannot voluntarily exit the map. A unit that is forced
E. No unit can attack or be attacked more than once per
to retreat off-map is eliminated instead.
Combat Phase.
5.0 ZONES OF CONTROL F. All automatic retreats (6.2.5) must be conducted
Design Note: ZOCs represent the fact that a unit cannot just before any regular combats are resolved.
march right past an enemy force at close range, because
6.2 Combat Resolution Procedure
the enemy troops would open fire, forcing the marching
6.2.1 Organize the Combat
unit to stop and engage. The one-hex radius of a ZOC
A. The attacker announces which friendly units are
corresponds to the Civil War-era rifled musket's effective
attacking which enemy units in which hexes.
range of several hundred yards.
B. Keep in mind the following requirements:
5.1 General Rule 1. All units attacking the same group of enemy units
A. Each unit has a ZOC consisting of the six hexes adjacent must combine their attack strengths into a single
to the hex occupied by the unit. ZOCs affect the attack.
movement and retreat of enemy units. 2. Units located in different hexes may combine to
B. ZOCs do not extend across river hexsides unless the attack the same
river hexside in question also contains a bridge or ford. target hex(es).
C. ZOCs do not extend into fortified hexes across 3. Units stacked in
breastwork or entrenchment hexsides (9.0). the same hex may
D. ZOCs are exerted mutually. Thus, if a Union unit is make separate
adjacent to a Confederate unit, they exert ZOCs into attacks against
each other's hexes. Likewise, if the Union and enemy units
Confederate units were separated from each other by located in
one hex, they would both project a ZOC into that hex different hexes.
simultaneously. 4. Enemy units
stacked together
5.2 ZOCS and Movement
in a hex must be attacked as a group.
A. A unit that enters an enemy ZOC must immediately
stop moving for the rest of that Movement Phase. 6.2.2 Automatic Retreat Option
B. A unit that begins its Movement Phase in an enemy A. Sometimes the attacker may not want to go through
ZOC can move out of it provided that it does not enter with a certain attack because it would be almost
another enemy ZOC during that Movement Phase. suicidal. Therefore, the attacker can choose to
Design Note: This is an important difference from other automatically lose a combat without taking any
wargames that permit a unit to leave one enemy ZOC casualties. Simply announce that an automatic retreat,
and enter another in the same Movement Phase. then retreats (6.5) all attacking units one hex.
C. Friendly ZOCs do not negate enemy ZOCs. Thus, if a B. The defender can then advance (6.6) one unit into each
unit is surrounded by enemy ZOCs, it cannot move. hex vacated by a unit that just conducted an automatic
Exception: Units can move directly from one enemy retreat.
ZOC to another as a result of Advance (6.6), and C. All automatic retreats must be conducted before any
sometimes as a result of Retreat (6.5). regular combats are resolved.
D. Units conducting automatic retreats must, if possible,
6.0 COMBAT
continue retreating until they are no longer in an
A. When the Union or Confederate Combat Phase Marker
Across Five Aprils 5
enemy ZOC (see 6.5; Extended Retreat). There is no shifts per the TEC, but only if all attacking units are
penalty if such a unit cannot retreat until it is no longer attacking across that hexside terrain. Column shifts for
in an enemy ZOC, it just has to if it can. hexside terrain are cumulative with those for hex
E. A unit that has an attack strength of zero (0) must terrain.
conduct an automatic retreat if it is the only attacking Example: A 3-1 attack against a unit located in woods
unit involved in a particular attack. terrain is shifted one column to the left, becoming a 2-1
F. All friendly units in the ZOC of a particular enemy unit attack. If the attack is also across a stream, the odds
that conduct an automatic retreat if any unit does so. are shifted another column to the left, yielding a final
Exception: A non-adjacent (Bombarding, 7.1) artillery combat odds ratio of 1-1.
unit (or units) can be declared as part of an attacking E. If all of the hexes surrounding all attacking units
group per 6.2.1. After the other attacking units conduct contain enemy units or their ZOCs, shift the odds ratio
their automatic retreat, but before the defending units one column to the left.
get to advance (6.6}, the bombarding artillery resolves F. If all of the hexes surrounding all defending units
a bombardment attack (if it can muster 1-4 odds}. Since contain enemy units or their ZOCs, shift the odds ratio
this satisfies the requirement that the enemy unit or one column to the right.
stack be attacked, friendly units that can attack other Player's Note: It's not inconceivable that both sides in a
enemy units or stacks do not have to participate in the combat could be totally surrounded, causing
automatic retreat. Essentially, this allows the attacker simultaneous column shifts that would cancel each
to conduct an automatic retreat with only some of its other out.
units in the ZOC of a particular enemy stack, while G. Sum all applicable column shifts to yield the total
permitting the rest to attack other adjacent enemy column shift. However. the total number of column
units. shifts in either direction can never be greater than
three (excess shifts are lost), and column shifts above
6.2.3 Compute Initial Combat Odds Ratio
6-1, or below 1-4, are ignored, except the attacker does
A. Divide the total attack strength of all units attacking the
not roll if the odds shift below 1-4.
same hex(es) by the total defense strength of all enemy
unit s located in that hex(es), and express the result as 6.2.5 Choose Morale Ratings
a ratio (round fractions down). A. The attacker declares the it will use to resolve the
Example: A force with a total attack strength of 22 attack. It must correspond to the morale of at least one
attacks a force with a total defense strength of 8. unit involved in the combat.
Dividing 22 by 8 gives a result of 2.75, rounded down to Exception: The attacker cannot choose the Morale
an initial combat odds ratio of 2-1. Ratings of bombarding artillery unit(s) unless the
B. Initial combat odds of less than 1-4 are treated as 1-4 combat is a Bombardment Attack (7.2).
for all purposes. B. After the attacker has declared its morale rating, the
C. Initial combat odds ratios of greater than 6-1 are defender does the same, likewise choosing from among
treated as 6-1 for all purposes. its units involved in the combat.
C. The first step loss inflicted by a combat result must be
6.2.4 Determine Final Combat Odds Ratio
assigned to a unit whose morale rating equals that
A. Find the column corresponding to the initial combat
declared during this step.
odds ratio on the CRTs, then shift the odds a number of
odds ratio columns to the left or right as dictated by 6.2.6 Determine the Combat Results
the following factors: A. The attacker and defender both roll a die and add the
B. The terrain type in the defender's hex causes the odds morale ratings declared in 6.2.5. The defender finds its
ratio to shift to the right or left per the TEC. If modified roll on the defender's CRT to determine the
defending units occupy two or more hexes containing combat result inflicted upon the attacker.
different terrain, use the type most beneficial to the B. The attacker finds the modified roll on the attacker's
defender. CRT to determine the combat result inflicted upon the
Exception: Hill terrain is a special case. A defending unit defender.
that occupies a hill hex benefits from the 1-column shift Exception: If terrain shifts cause the odds ratio to be
to the left only if none of the attacking units occupies reduced to less than 1-4, the attacker does not roll a
an adjacent, connected hex of the same hill. Two hill die and therefore gets no chance to inflict losses upon
hexes can be adjacent without being connected (i.e., the defenders. The defender rolls normally using the 1-
the hill color does not extend across the dividing 4 column on the CRT. This applies to Bombardment
hexside). attacks as well as normal attacks.
C. If a unit occupying a wooded-hill hex is attacked from a
connected hex of the same hill, the 1-column shift for
woods still applies, although the 2-column shift for
wooded-hills does not.
D. Hexside terrain in the defender's hex causes odds ratio

6 Across Five Aprils


6.2.7 Interpreting Combat Results upon why the check was made. If a morale check is
Result Explanation being made to determine whether a unit retreats due
- No Effect to a combat result, a failed check means the unit must
# Lose that number of steps and conduct a morale retreat one hex. If a morale check resulted from a unit
check for each surviving unit. Each unit which retreating through a ZOC (6.5.2), a failed morale check
fails its morale check retreats one hex. means that it loses a step.
#R Lose that number of steps and retreat each 6.5 Retreat
surviving unit one hex. Then conduct a morale A. A unit can retreat for four different reasons: a failed
check for each retreated unit; if failed, that unit morale check, a mandatory retreat result, the defender
retreats another hex.* conducting a voluntarily retreat after combat, and the
* Bombarding artillery units are never affected by combat attacker conducting an automatic retreat.
results. They do not have to conduct mandatory retreats or B. All these retreats are conducted in exactly the same
morale checks, and the attacker cannot assign step losses to way, except that a unit conducting an automatic retreat
them (6.7). must (if possible) continue retreating until it is not in an
6.3 Applying Combat Results enemy ZOC.
A. The attacker and defender resolve combat C. Retreat is not considered movement, and does not
simultaneously, but apply combat results to the require the expenditure of MPs.
defender before the attacker (losses to each before D. If a unit retreats into a hex that is attacked later during
either retreats). the same Combat Phase that it retreated, its defense
B. For both sides, strictly observe the order of the strength is not added to that of the other units in the
following steps: hex, but it suffers from any adverse combat results.

6.3.1 Apply Step Losses 6.5.1 Retreat Prohibitions


A. The first step loss must be applied to a unit that has a A. Sometimes it will be impossible for a unit to retreat in
morale rating identical to that declared in 6.2.5. If more certain directions – or at all – due to the presence of
than one unit with the declared morale rating is enemy units and/or prohibited terrain.
available, the owner chooses which one to apply it to. B. A unit may never retreat into:
B. Remaining step losses can by assigned in any way the 1. An enemy-occupied hex.
owner desires. 2. A hex in an enemy ZOC that is not occupied by a
C. A step loss can be satisfied in the following ways: friendly unit.
1. Flip a two-step unit so that its reverse (reduced 3. A hex containing prohibited terrain.
strength) is faceup. 6.5.2 Morale Checks Caused by Retreat
2. Eliminate a two-step unit that had earlier been A. When a unit retreats into a hex containing an enemy
flipped. ZOC, it must immediately roil a morale check. If it
3. Eliminate a one-step unit. passes the morale check, it suffers no ill effects and
4. Step losses can never be assigned to bombarding can, if necessary, continue retreating.
artillery units. B. If the unit fails the morale check, it immediately suffers
6.3.2 Conduct Mandatory Retreats a step loss.
If the combat result includes an R, the owner must retreat C. A retreating unit must conduct a morale check for each
each surviving unit one hex. hex containing an enemy ZOC into which it retreats.
Exception: Bombarding artillery (7.0). D. A unit does not have to retreat an additional hex if it
fails one of these morale checks (assuming that it was
6.3.3 Conduct Morale Checks not eliminated by the step loss).
A. If any units suffered a step loss, the owner must
conduct morale checks for each unit that participated 6.5.3 Effects of Being Unable to Retreat
in the combat, except bombarding artillery. Each unit that cannot due to retreat prohibitions, must lose
B. If a unit fails its morale check, it must retreat one hex. one step per hex that it cannot retreat. Therefore, if a unit
C. A unit may have to retreat two hexes as the result of suffers a mandatory retreat and also fails a morale check, it
combat, one hex due to a mandatory retreat, and can lose two steps as the result of its inability to retreat.
another because of a failed morale check. Example: A stack of Confederate units containing Russell's
and Stewart's Brigades (see Shiloh) suffers a 1R combat
6.3.4 Conduct Voluntary Retreats result. Both brigades consist of two steps and are at full
The defender has the option to retreat all or some of its strength. The Confederacy chooses to apply the step loss to
units which were attacked, but that did not already retreat. Stewart's Brigade, reducing it to one step. It cannot,
6.4 Morale Checks however, retreat due to Union ZOCs. Thus, each unit in the
A. When conducting a morale check for a unit, refer to the stack suffers an additional step loss, destroying Stewart's
MCT, roll a die and add the unit's Morale Rating. brigade and reducing Russell's brigade to one step.
B. The result of a failed morale check differs depending Furthermore, since the Confederates suffered a step toss in
the battle, Russell's brigade conducts a morale check to
Across Five Aprils 7
determine if it must retreat another hex. If it fails the ail enemy units retreated or were eliminated.
morale check, it will be destroyed due to its inability to B. Advance is not considered movement and does not
retreat. cost MPs.
C. A unit may advance into a hex regardless of the
6.5.4 Retreat Priorities
presence of enemy ZOCs, even if it moves from one
A. Units retreat one at a time, and the following priorities
enemy ZOC directly into another.
must be observed (if possible) in the order given.
B. A retreating unit should retreat to: 6.6.2 Restrictions on Advance
1. A hex not in an enemy ZOC. A. An artillery unit can never advance.
Exception: A unit may retreat into a hex that is in B. A defending unit cannot advance as a result of combat.
an enemy ZOC if no alternative exists and the hex It can, however, advance after an attacking unit(s)
is occupied by a friendly unit. conducts an automatic retreat.
2. A hex in the direction of friendly lines. The C. A unit can only advance into the first hex that an
direction of friendly lines is shown by the Retreat enemy unit retreats from. If the enemy unit has to
Compass printed directly the map. retreat from a second hex, the advancing unit does not
Example: In Bull Run, the direction of Union get to advance into that hex as well.
friendly lines is toward the north, northeast, or D. The option to advance must be taken immediately after
northwest. the enemy unit(s) retreat, before any further game
3. A hex where it will not violate the stacking limit activity of any kind takes place.
(5.0). Example: If a defending Union unit retreats as the
4. A hex farther away from the greatest number of result of an unfavorable combat result, the
enemy units than the hex being retreated from. Confederacy must advance into the vacated hex
immediately, or not at all. The Confederacy cannot wait
6.5.5 Extended Retreat
until after other combats have been resolved to decide
A. Units conducting an automatic retreat must (if
whether to advance a unit into the hex in question.
possible) continue retreating until they are no longer in
an enemy ZOC. All retreating units that retreat into a 7.0 ARTILLERY
hex in excess of the stacking limit (5.4) must continue 7.1 Bombardment
retreating until they are no longer overstacked. A. Artillery units can attack and defend against enemy
B. In either of these circumstances the unit retreats one units in adjacent hexes just like infantry or cavalry
additional hex at a time, observing all retreat priorities units. However, artillery units can also bombard
and prohibitions, until it is no longer overstacked/in an (attack) enemy units that are up to four hexes away, as
enemy ZOC. This is referred to as extended retreat. Jong as they can trace an LOS to them.
B. Unlike infantry and cavalry, bombarding artillery units
6.5.6 Overstacking
may attack across river hexsides..
A. If a unit is forced to retreat into a hex in violation of the
stacking limit and cannot conduct an extended retreat 7.1.1 Bombardment Restrictions
due to the retreat prohibitions, it may remain A. An artillery unit that retreats for any reason cannot
overstacked. bombard in the same Combat Phase.
B. Place overstacked units at the bottom of the stack; only B. An artillery unit cannot bombard if it is in an enemy
the top two units count in combat. ZOC.
C. If an overstacked stack suffers any combat result, the
7.1.2 Range Attenuation
result applies equally to all the units in the hex, not just
If bombarding artillery units are firing at a range of greater
the two which actually fought in the combat.
than one hex, their total attack strength is reduced by half
D. Overstacking can occur only as the result of a retreat
(rounded down). Thus, an artillery unit with a printed attack
situation where an extended retreat cannot be
strength of 1 cannot bombard by itself, since its attack
continued.
strength would be reduced to 0.
6.6 Advance Example: Two artillery units with attack strengths of 3 and 2
There are two situations in which a unit can advance: are bombarding a target two hexes away. Their effective
1. An attacking unit can advance if all defending units in attack strength is reduced to 2 (half of 5, rounded down).
an adjacent hex are either eliminated or forced to Design Note: This rule reflects the fact that Civil War era
retreat as the result of a combat in which the attacking artillery was most effective against infantry targets when
unit participated. (If the attacking unit is itself required firing at point-blank range, where it could use grapeshot or
to retreat as a result of the combat, it cannot advance.) canister ammunition. At longer ranges, however, these
2. A defending unit can advance if an attacking unit types of ammunition were totally useless, forcing artillery to
retreats from an adjacent hex as the result of an employ roundshot, which was much less effective.
automatic retreat.
7.1.3 Line of Sight
6.6.1 Advance Procedure A. To bombard, an artillery unit must have a clear LOS to
A. Only one unit may advance into each hex from which the target hex(es).

8 Across Five Aprils


B. Trace the LOS as a straight line from the center of the then the bombarding artillery unit(s) must be within
bombarding artillery unit's hex to the center of the four hexes and have a clear LOS to all of them.
target hex(es). Because each hex consists of only one B. A combined attack is resolved normally except that the
type of terrain, ignore all terrain symbol(s) that spill bombarding artillery units are completely immune to
over into a hex, and assume that the entire hex consists all combat results.
of the terrain type that covers most of its area. Exception: Attacking artillery units that are in the ZOCs
C. If the LOS crosses blocking terrain, the LOS is blocked of the defending units suffer step losses and retreats
and the artillery unit cannot bombard that target hex. normally.
D. If the LOS runs exactly along a hexside between two C. Furthermore, the attacker must use the Morale Rating
hexes. one which consists of blocking terrain and of one of the units actually adjacent to the defending
another which does not, then the LOS is not blocked. units to resolve the attack, and cannot use that of the
Exception: When checking LOS, ignore blocking terrain bombarding artillery.
in or along the sides of the bombarding and target
8.0 REINFORCEMENTS
units' hexes.
Some units are not on the map when play begins, but arrive
7.1.4 Blocking Terrain as reinforcements during the course of play. Each
A. Embankments, towns, woods, hills, and wooded-hills reinforcement has its turn of arrival and entry hex letter
are blocking terrain types. printed on it.
B. Friendly and enemy units do not block LOS. A
8.1 Arrival
bombarding artillery unit can always fire through hexes
8.1.1 Organizing Reinforcements
containing friendly or enemy units.
At the beginning of play, place all reinforcing units and
7.2 Bombardment Combat Phase Markers on the game's TRT in the spaces
There are two ways in which an artillery unit can bombard corresponding to the turns on which they will enter. Each
enemy units: bombardment attacks and combined attacks. reinforcement's turn of arrival is printed on the front of its
playing piece in the upper right-hand comer.
7.2.1 Bombardment Attacks
A. An attack in which bombarding artillery is the sole 8.1.2 Arrival of Phase Markers
attacking force is referred to as a bombardment attack. During the Phase Marker Cup Phase of each game turn,
B. Bombardment attacks can only be made against a check the TRT to see if any Movement or Combat Phase
single enemy-occupied hex, and the initial combat odds Markers are due to enter play in the current turn. If so, they
ratio must be at least 1-4. The attack is resolved are placed in the Phase Marker Cup along with all of the
normally except that the defender does not roll a die. other Phase Markers.
Consequently, the bombarding artillery units never
8.1.3 Arrival of Combat Units
suffer any combat results.
A. If some or all of a formation's combat units are due to
C. During a Combat Phase, each enemy unit that exerts a
arrive as reinforcements during the current game turn,
ZOC into hexes occupied by friendly units must be
the owner has the option of entering all, some, or none
attacked (6.1). By having artillery units conduct
of them when the formation's Movement Phase
bombardment attacks, friendly units that are in the
Marker is drawn during the Operations Segment.
ZOCs of more than one enemy stack can be relieved of
B. Reinforcements that are voluntarily delayed off map
the obligation of having to attack all of them (though
are placed in the next turn's space on the TRT.
they still must attack at least one enemy stack).
D. Combat odds column shifts (6.2.4) for stream, creek, 8.2 Entry
and river hexsides are ignored when conducting 8.2.1 Place of Entry
bombardment attacks. However, combat odds column Each reinforcing unit's entry hex (or hexes) is printed on the
shifts for all other types of terrain apply normally lo front of its playing piece in the upper right- hand comer.
bombardment attacks. These correspond to letters printed on the maps that
Example: A bombardment attack with an initial combat designate entry hexes.
odds ratio of 2-1 is being made against units located in
8.2.2 Procedure
a woods hex behind a stream hexside. The combat
A. Reinforcements enter the map by paying the MP cost
odds ratio is shifted one column to the left for the
to enter the terrain in their entry hex. If a unit enters
woods, but the usual leftward column shift for the
along a road or track, it pays the road or track cost.
stream is ignored because this is a bombardment
B. Reinforcements may enter stacked up to the two-unit
attack. Thus, the final combat odds ratio is 1-1.
stacking limit.
7.2.2 Combined Attacks C. If more than one stack of units enters at the same entry
A. Bombarding artillery units can join in an attack which hex during a Movement Phase, there is no additional
involves other friendly units in the ZOC of the MP cost to enter stacks following the first.
defending enemy unit(s). This is referred to as a
8.2.3 Blocked Entry
combined attack. If the enemy units defending against
Reinforcements can enter the map in a hex that is in an
a combined attack are located in more than one hex,
Across Five Aprils 9
enemy ZOC, but cannot enter io an enemy-occupied hex. If fortified hexsides).
their entry hex is blocked, reinforcements may enter the Example: An enemy unit is adjacent to a friendly unit in an
map in whichever unblocked hex(es) is closest to the Entrenchment, and the hexside separating the two hexes is
original entry hex. one of those covered by the entrenchment. In the friendly
Exception: In Shiloh, Union reinforcements can only enter at Combat Phase, the unit in the entrenchment does not have
their printed entry hex. If blocked, they cannot enter play. to attack because the enemy unit's ZOC does not extend
across the entrenchment.
9.0 NIGHT
During night game turns, the following exceptions to the During the enemy Combat Phase, however, the enemy unit
normal rules apply: must attack (or conduct an Automatic Retreat) because the
A. There are no Combat Phases. Therefore, the Union and friendly unit's ZOC does extend across the entrenchment.
Confederate Combat Phase Markers are not placed in Furthermore, during its Movement Phase, the friendly unit
the cup during the Phase Marker Cup Segment. may freely leave the entrenchment hex and enter an enemy
B. A unit cannot enter an enemy ZOC unless the hex in ZOC as it did not begin the phase in an enemy ZOC.
question is already occupied by a friendly unit. It may
10.3 Fortification Combat Effects
leave an enemy ZOC as long as it does not enter
A. Units that occupy fortifications when attacked gain
another.
beneficial column shifts just as if they were being
10.0 FORTIFICATIONS attacked across natural hexside terrain. However, like
Design Note: During the Civil War, both sides employed a other forms of hexside terrain, the combat effects of
variety of field fortifications for defensive purposes. These fortifications apply only if all attacking units are
ran the entire gamut from breastworks, hastily thrown up attacking across breastwork or entrenchment hexsides.
with piles of fence rails, to elaborate trench systems B. Units attacked by enemy units that occupy
foreshadowing those of World War I. Given the limitations fortifications gain no defensive benefit from the
of Civil War era weapons and tactics, even weakly occupied fortified hexsides.
lines of breastworks or entrenchments were almost Type Effects
impregnable. Breastworks 1L
A. Fortifications are a special form of artificial hexside Entrenchments 2L + attacker's step losses increased by
terrain that can be constructed during the course of 1 unless the combat result is no effect
play to provide combat benefits to units stacked on top Example: A combat result of 1R inflicted upon the attacker
of them (i.e., inside). in an attack made across an entrenchment becomes 2R.
B. Fortifications come in two different types: breastworks However a combat result of "- " (no effect) remains "- ".
and entrenchments.
C. The construction of a fortification is recorded by 11.0 INTRODUCTION TO THE EXCLUSIVE RULES
placing a Fortification Marker in the hex on its 11.1 In General
appropriate side (breastwork or entrenchment). Once Sections 12.0-16.0 are collectively referred to as the
constructed, a fortification is permanent and remains in Exclusive Rules. While all five of the games in Across Five
place for the duration of the game. Aprils share the same set of Basic Rules, the Exclusive Rules
D. The Exclusive Rules for each game specifies how, when, are necessary to account for the many unique aspects of
and what types of fortifications may be constructed. If the various battles. The Exclusive Rules for each battle are
the Exclusive Rules do not specifically permit the unique to it, and are never used in any of the other games.
construction of fortifications, none may be built during 11.2 Victory Determination
the play of that game. Each of the five games has its own criteria by which the
10.1 Fortification Effects winner and his level of victory are judged; these are fully
A. Fortifications function as hexside terrain. Fortification explained in each game's Exclusive Rules. However, there
markers depict the breastwork or entrenchment as are some features of victory determination that are
running along three connected hexsides. The effects of common to all five games.
the fortification apply only to those three hexsides. 11.2.1 Objective Hex Control
Thus, when placing a newly-constructed fortification A. There are a number of objective hexes (OHs) printed on
marker, align it so that the three hexsides on that each of the maps. and the winner is usually determined
marker line up with three hexsides of the hex in which by the number of OHs controlled by each side
it is being placed. B. An OH is controlled by the side which:
B. Once placed and aligned, a fortification marker cannot 1. Has a unit occupying the hex.
later be turned so as to change the alignment of the 2. Has a unit projecting a ZOC into it. (If Union and
three fortified hexsides. Confederate units are both projecting ZOCs into an
10.2 Fortification ZOC Effects unoccupied OH, then neither side controls it.)
ZOCs do not extend into a hex across fortification hexsides. 3. Was the last to have a unit move through it, and
However, the ZOC of a unit occupying a fortification extends neither of the two previous criteria apply.
normally into all six adjacent hexes (i.e., even across
10 Across Five Aprils
C. Control of an OH can change any number of times in a he expected to be attacked in the center of his line (off-map
single turn. Each game's Exclusive Rules indicate the to the southeast).
side which controls the OHs at the beginning of play.
12.2 The Unfinished Railroad Line
Exception: In Gettysburg, each side has its own OHs,
The unfinished Independent Line of the Manassas Gap
and the conditions for gaining control of them are
Railroad functions like a normal RR line for all game
somewhat different than those listed here.
purposes. However, that there is no bridge or ford where
D. The control status of OHs is recorded using Control
the unfinished RR crosses Bull Run (hexes 2806-2906).
Markers, which have the Union flag printed on one
side, and the Confederate battle flag on the other. 12.3 Combat Phase Markers
When either side gains control of an OH, place or flip On Turn 1, do not place either the Union or the Confederate
the Control Marker so that the correct side's flag is Combat Phase Markers into the Phase Marker Cup. Both are
showing faceup. Remove a Control Marker from an OH placed in the cup during the Phase Marker Cup Segment of
that neither side controls, and replace it as soon as one Turn 2 and all following turns.
side or the other gains control.
12.4 Victory Conditions
Example: At the start of play in Pea Ridge, the Union
The object of the game is to gain control of the three OHs
controls all three OHs. Early in Turn 3, a Confederate unit
printed on the map. All three are Confederate-controlled at
moves into hex 3605 {Elkhorn Tavern), thus taking control
the beginning of the game.
of the OH even though a Union unit is projecting a ZOC into
Hex Location Name
it from hex 3706. However, during Turn 3's Confederate
3912 Stone Bridge
Combat Phase, the Confederate unit is forced to retreat
from Elkhorn Tavern into hex 3505. Since the hex is 3413 Robinson House
unoccupied and in the ZOC of both a Union and a 3315 Henry House
Confederate unit, it is controlled by neither. Later still 12.4.1 Turn 9 Victory Determination
during Turn 3, a Union unit moves onto the Tavern, At the end of Turn 9, determine if either side has won the
restoring it to the Union's control. game, and, if so, the extent of victory. If neither has won,
11.2.2 Victory Points play proceeds to Turn 10.
The relative losses suffered by the two sides in a game can OHs Controlled Level of Victory
also be a factor in deciding who wins. In those games where CSA controls 3 Confederate Decisive
this method of determining victory is used, Victory Points USA controls 2 Union Substantial
(VPs) are awarded per the following: USA controls 3 Union Decisive
VPs Event 12.4.2 Turn 10 Victory Determination
3 per 2-step enemy unit eliminated At the end of Turn 10, determine which side has won the
2 per 1-Step enemy unit eliminated game and, the extent of victory.
1 per 2-Step enemy unit reduced to one step OHs Controlled Level of Victory
12.0 BULL RUN EXCLUSIVE RULES CSA controls 3 Confederate Decisive*
12.1 Bull Run And Catharpin Run All Uncontrolled Draw
A. Units can move or attack across Bull Run and Catharpin USA controls 1 Union Marginal
Run (creeks) only at bridges and fords. Therefore, units USA controls 2 Union Substantial
that are in the ZOC of enemy units on the opposite side USA controls 3 Union Decisive
of Bull Run do nor have to attack them (and, indeed, *Historical Result
cannot attack them) during the friendly Combat Phase.
13.0 PEA RIDGE EXCLUSIVE RULES
Exception: Bombarding artillery units can attack across
13.1 Indians
Bull Run normally.
Design Note: Pike's Brigade (Confederate) was composed of
B. Confederate units cannot cross Bull Run or Catharpin
"civilized" Cherokee and Creek Indian troops from Indian
Run. A Confederate unit forced to retreat across a
Territory (now Oklahoma). Although the Indians often
hexside of either creek is eliminated instead.
displayed considerable bravery as individuals, they had little
Design Note: These rules reflect the fact that in this first
aptitude for fighting in disciplined bodies. As one observer
battle of the Civil War commanders on both sides tended to
wrote soon after the Civil War. "They fought very well when
overestimate the value of Bull Run as a military obstacle.
they had an opportunity to take shelter behind trees and
(The creek could, in fact, be forded at most points along its
logs, but could not easily be brought to face artillery, and a
length.) Union General Burnside made exactly the same
single shell thrown at them was generally sufficient to
mistake when confronted with Antietam Creek at the battle
demoralize them and put them to flight."
of the same name approximately a year later. Confederate
The following special rules apply to the Indian unit:
units cannot cross Bull Run because the Confederate
A. It may never voluntarily move or retreat adjacent to a
General Beauregard had designated the creek as his main
Union artillery unit. It is eliminated if forced to retreat
line of defense, and had relatively little idea of where Union
adjacent to a Union artillery unit.
troops were on the other side. In fact, well into the battle,

Across Five Aprils 11


B. It is immediately eliminated when attacked by artillery. cannot win at all (though it can prevent the Union from
If attacked while alone in a hex, the Indian unit is winning by contesting control of one of the other two OHs).
eliminated without determining odds or rolling dice.
14.0 SHILOH EXCLUSIVE RULES
and the Union suffers no loss. If the Indians are stacked
14.1 Union Phase Markers
with another Confederate unit, eliminate the unit
14.1.1 Union Combat Phase Marker
before determining the initial combat odds ratio for the
The Union Combat Phase Marker is not placed in the Phase
combat.
Marker Cup until the Phase Marker Cup Segment of the
C. It must conduct an automatic retreat if it is adjacent to
turn following that in which a Confederate unit first enters
a Union artillery unit during the Confederate Combat
any Union ZOC, or until the Phase Marker Cup Segment of
Phase. If the Indian unit cannot conduct an automatic
Game Turn 6, whichever comes first.
retreat, it is eliminated instead.
14.1.2 Union Movement Phase Markers
13.2 Union Movement Restriction
A. The Movement Phase Markers for the 1st, 2nd, 4th,
The Union 24th Missouri Regiment (which sets up in hex
5th, and 6th Divisions of the Union Army of the
3205) cannot move on Turn 1.
Tennessee are not placed in the Phase Marker Cup until
13.3 Victory Conditions the Phase Marker Cup Segment of Turn 6, unless a
The object of the game is to gain control of the three OHs Confederate unit enters a Union ZOC on or before
printed on the map. All are Union-controlled at the Game Turn 4.
beginning of the game. B. If any Confederate units enter the ZOC of a Union unit
Hex Location Name on or before Turn 4, that Union division's Movement
3605 Elkhorn Tavern Phase Marker is put into the Phase Marker Cup in the
4009 Union HQ Phase Marker Cup Segment of the next turn.
4117 Leetown Furthermore, the Movement Phase Markers of all other
divisions of the Union Army of the Tennessee are
13.3.1 First Day Victory Determination placed into the cup in the Phase Marker Cup Segment
A. At the end of Turn 9, determine if either side wins a of the turn after the next turn.
decisive victory. Example: During Turn 3, Confederate units enter the ZOCs
B. The Confederacy wins a decisive victory by controlling of units belonging to the 5th and 6th Divisions (the first
any two OHs. time they have entered any Union ZOC during the game).
C. The Union wins a decisive victory by controlling all The 5th and 6th Divisions' Movement Phase Markers go
three OHs. into the cup on Turn 4; the 1st, 2nd and 4th Divisions'
D. If neither side achieves a decisive victory, play proceeds Movement Phase Markers will go into the cup on Turn 5.
to Turn 10.
14.2 Surprise Attacks
13.3.2 Second Day Victory Determination Design Note: During the Baule of Shiloh, both sides
At the end of Turn 15, determine the winner and level of achieved surprise. On the first day, the Confederates caught
victory. Any other result is a draw. the Union Army of the Tennessee unprepared, routing
OHs Controlled Level of Victory many units before they could get organized. On the second
CSA controls 3 Confederate Decisive day, the Union troops achieved surprise because they
CSA controls 2 Confederate Substantial attacked early and in strength, while the Confederates had
CSA controls 1 Confederate Marginal falsely assumed that the Yankees were too badly battered
USA Controls 3 Union Substantial* from the previous day's fighting to do any attacking.
*Historical Result A. The effect of a surprise attack is portrayed in the game
by automatic combat odds column shifts gained by the
13.4 Options
attacking player. These shifts are applied after shifts
13.4.1 Switch Confederate Entry Hexes
due to defensive terrain have been applied.
The two Confederate divisions switch entry areas: Price
B. Surprise attack shifts apply only to attacks; a player
enters at A and McCulloch enters at B.
who has a surprise attack bonus gains no benefit from
13.4.2 Confederate Unified Command it when defending.
All Confederate units enter at A or at B, according to the
14.2.1 Confederate Surprise Attack
Confederate player's choice. However, only one division
A. All Confederate attacks made during the first turn in
may enter on Turn 1; the other enters on Turn 2.
which Union units are attacked have their final combat
Furthermore, if both divisions arrive at B. the Confederacy
odds ratio (6.2.4) shifted two columns to the right.
needs to control one more OH to achieve each level of
B. All Confederate attacks made after the first turn in
victory on Turn 15, and the Union needs to control only two
which Union units are attacked but before Turn 7 have
OHs in order to achieve a substantial victory.
their final combat initial odds ratio shifted one column
Example: If the Confederacy controls two OHs at the end of
to the right (i.e., the Confederate surprise advantage
Turn 15, it achieves only a Marginal Victory, not a
ends on Turn 6).
Substantial Victory. Likewise, if it controls only one OH, it

12 Across Five Aprils


14.2.2 Union Surprise Attack Hex Location Name
All Union attacks made during the first four turns of the 1415 Cloud Field
second day of the battle have their final combat odds ratio 1921 Pittsburg Landing
(6.2.4) shifted one column to the right. 2711 Snake Creek Bridge
14.3 The Lexington and Tyler 14.5.1 First Day Victory Determination
14.3.1 Gunboat Activation and Movement A. At the end of Turn 10, determine if either side has won
The Lexington and Tyler are activated by their own and the level of victory by the total number of
Movement Phase Marker which is placed in the Phase Confederate-controlled OHs.
Marker Cup with all the rest. They can only move into hexes B. If neither side has won, play proceeds to Turn 11.
that are all or part Tennessee River, and cannot enter any # OHs Victory Level
riverfront hex (i.e., a hex containing both land and 5 Confederate Decisive
Tennessee River terrain) on the west bank of the Tennessee 4 Confederate Substantial
River. Each Tennessee River hex entered costs 1 MP. 3 No Victory, Play Continues
14.3.2 Gunboats and ZOCs 2 Union Substantial
The Lexington and Tyler exert no ZOCs, and are totally 0-1 Union Decisive
unaffected by Confederate ZOCs (i.e., their movement is
14.5.2 Second Day Victory Determination
unrestricted and they do not have to attack adjacent
At the end of Game Turn 17, determine if either side has
Confederate units).
won and the level of victory by the total number of
14.3.3 Gunboats and Combat Confederate-controlled OHs.
A. Gunboats function like artillery (7.0) units, and can # OHs Victory Level
therefore conduct both bombardment and combined 4-5 Confederate Decisive
attacks. They trace LOS and suffer the effects of range 3 Confederate Substantial
attenuation exactly like normal artillery units. 2 No Victory, Play Continues
B. Gunboats never suffer any combat results when 1 Union Substantial
attacking. 1 Union Decisive
C. Gunboats cannot be the lead unit in a combined attack,
and can never advance. 14.5.3 Determining Victor y by the Victory Point Ratio
D. Gunboats can be attacked only by bombarding If at the end of Turn 17, the Confederacy still controls two
Confederate artillery units, and an attack against a OHs, use the ratio of Confederate VPs to Union VPs (do not
gunboat remains a bombardment attack even if the round off) to determine the winner and level of victory.
attacking artillery units and the gunboat(s) are in Ratio Victory Level
adjacent hexes (thus, artillery units attacking gunboats ≥ 2:1 Confederate Substantial
never suffer any combat results). 1½:1 Confederate Marginal
E. Gunboats can be attacked separately even when 1:1 Union Marginal
stacked together. There is no requirement that both ≤ 1:1 Union Substantial
gunboats in a stack must be attacked.
14.6 Options
F. Infantry and cavalry units cannot attack gunboats.
14.6.1 Cavalry Units
14.4 Union Reinforcements With the exception of the Confederate Reserve Corps'
14.4.1 Pittsburg Landing Cavalry brigade (commanded by Nathan Bedford Forrest),
Union reinforcements entering at Entry Hex C (Pittsburg all of the cavalry units in Shiloh are included only when
Landing ) must pay 1 MP to disembark in the hex. using this optional rule. Furthermore, all such cavalry units
(excepting Forrest's cavalry unit) are prohibited from
14.4.2 Blocked Entry
entering an enemy ZOC except as the result of retreat.
A. Union reinforcements can enter the map only in their
Design Note: We chose to eliminate the cavalry units from
designated entry hex. If the entry hex is occupied by a
Shiloh because historically they had very little impact upon
Confederate unit, they cannot enter in the nearest
the battle. In April 1862 the combatants had yet to figure
unblocked hex. Instead, they are held out of play until
out how to employ cavalry profitably on a battlefield
the entry hex is free of enemy units.
dominated by rifled infantry weapons. Since traditional
B. This is an exception to the Blocked Entry Rule (8.2.3).
mounted charges were almost suicidal, both Union and
14.5 Victory Conditions Confederate cavalry units at Shiloh were generally
The object of the game is to gain control of the five OHs relegated to such secondary roles as scouting and rounding
printed on the map. All five are Union-controlled at the up stragglers. Later in the war, both sides made much
beginning of the game. better use of their cavalry units in battle, primarily by
Hex Location Name having them fight dismounted delaying or screening
1012 Purdy/East-Corinth Crossroads actions. We have included the cavalry units as an option so
1107 Shiloh Church

Across Five Aprils 13


that you can see what effect they could have had if these F. Upon release, a unit may move without restriction for
tactics had already been developed. the rest of the game.
G. If the release conditions are already in effect when the
14.6.2 Lew Wallace Presses On
units arrive, they can immediately move without
A. The 3rd Division of the Army of the Tennessee (which
restriction.
normally arrives on Turn 10 at Entry Hex B) can instead
arrive on Turns 6 or 7 at hex 1502. During the Phase 15.4 Special Confederate Movement Rules
Marker Cup Segments of Turns 6 and 7, the Union rolls 1n Gettysburg, each of the three Confederate Corps has
one die. On a 1-2, the 3rd Division arrives that turn. If it two Movement Phase Markers. Contrary to the normal
does not arrive on Turn 6 or 7, it arrives normally on movement rules, some or all of the units in a Confederate
Turn 10 at Entry Hex B. formation can move when each of the markers is drawn.
B. If using this option, Confederate units cannot enter at
15.4.1 Staggered Movement of Confederate Corps
hex 1502.
A. Each Confederate corps is made up of three divisions
Design Note: Late in the morning of March 6th, General
plus several independent artillery units.
Lew Wallace's 3rd Division – then at Crumps Landing, four
Example: Longstreet's I corps consists of McLaw's,
or five miles downriver from Pittsburg Landing – was
Pickett's and Hood's divisions, and Alexander's and
ordered to march up and join Crane's army on its right
Eshleman's artillery units.
flank. Having a less than perfect grasp of the road network,
B. The first time one of a Confederate corps' Phase
and expecting that Grant's right would be in the vicinity of
Markers is drawn during an Operations Segment, all of
Shiloh Church, Wallace set his units in motion on a route
its component units may move, with the requirement
that would bring them to the battlefield on the Purdy Road.
that all units of at least one of its divisions must move.
It was only after several hours that Wallace learned of his
C. When the Corps' second Phase Marker is drawn, all of
mistake from one of Grant's aides, and shifted his line of
the Corps' units that did not move when the first Phase
march, causing delays that prevented his troops from
Marker was drawn must move.
arriving at the battlefield until just before darkness fell.
D. No unit can move both times that a Corps' Movement
15.0 GETTYSBURG EXCLUSIVE RULES Phase Marker is drawn.
15.1 Big Round Top Exception: Longstreet's Corps (15.4.2).
Big Round Top (hex 3212) has embankments along all six of E. Movement is conducted by divisions. If any of a
its hexsides, although this is not readily visible on the map. division's units move when a Corps' first Phase Marker
is drawn, then all of the division's units are assumed to
15.2 Fortifications
have moved (and none can move when the second
A. Breastworks may be constructed during night turns by
Phase Marker is drawn). A Corps' independent artillery
infantry units occupying hill (or wooded-hill) hexes and
units can move when either of its Phase Markers is
which do not move during that turn.
drawn. They do not all have to move on the same one.
B. Entrenchments cannot be constructed.
To keep track of which units in a Corps have moved,
15.3 Union Movement Restrictions rotate the playing piece of each unit that has moved
15.3.1 Union Cavalry Movement Restriction 90° after it has finished moving.
The Union 1/1st and 2/1st Cavalry Brigades, and Calef's
15.4.2 Longstreet's Corps
Artillery (all of Buford's Cavalry Division) cannot move
A. Beginning on Turn 14, all units of Longstreet's Corps
across Willoughby's Run until Turn 3. They can, however,
can move when each of the corps' Movement Phase
retreat across the stream if no alternative route is available.
Markers is drawn, effectively moving twice per turn.
15.3.2 Union Reserve Artillery Movement Restriction B. This special movement ends on the turn that any Union
A. The 1st Regular Artillery and the 1st, 2nd, 3rd, and 4th unit can trace a normal, four-hex LOS to any unit of
Volunteer Artillery units constitute the Union's Artillery Longstreet's Corps. Beginning on the following turn, all
Reserve. When these units arrive as reinforcements on units of the corps can move only once per turn.
Turns 14 and 15, they must move as rapidly as possible Example: If a unit of Longstreet's Corps is within the
to hex 2010 or any adjacent hex. LOS of a Union unit on Turn 14, the corps may move
B. Once the units of the Artillery Reserve are deployed in twice on that turn, reverting to normal movement on
or adjacent to hex 2010. they must remain there until Turn 15.
they are released.
15.5 The Unfinished Railroad Line
C. Unreleased Reserve Artillery units can participate in
The unfinished portion of the Hanover and Gettysburg
normal and bombardment combat without restriction.
Railroad functions like a normal RR line for all game
D. All units of the Artillery Reserve are released in the
purposes, however, that there is no bridge or ford where
Phase Marker Cup Segment of any turn in which the
the unfinished RR crosses Willoughby Run.
Confederacy controls any Confederate OHs or has units
adjacent to two or more Confederate OHs. 15.6 Victory Conditions
E. A unit is also released if it is attacked by Confederate A. The game has two objects: inflict greater losses on the
units in adjacent hexes (i.e., not solely by bombarding). enemy and control as many OHs as possible.

14 Across Five Aprils


B. The Union and Confederacy have different OHs (Union 15.6.4.2 Union 3rd-Day Victory Conditions
in blue, Confederate in gray). Each Union Objective Hex controlled is worth 5 VPs
C. Win by controlling one's own OHs, but controlling USA Victory Level USA-Controlled OHs USA/CSA VP Ratio
enemy OHs is also important as it prevents the enemy Marginal 0-4 > 1:1 but < 1½:1
from gaining VPs. Substantial 5+ ≥ 1½:1
Decisive 5+ ≥ 2:1
15.6.1 VPs for Controlling OHs
A. A side gains control of an OH by being the last to have a 16.0 BENTONVILLE EXCLUSIVE RULES
unit occupy or move through the hex. Control of an OH 16.1 Union Phase Markers
can change any number of times in a single turn. A. Do not place the Union Combat Phase Marker nor the
B. In Gettysburg, an OH cannot be controlled merely by XIVth or XXth Corps' Movement Phase Markers in the
placing it in the Z0C of a friendly unit. Phase Marker Cup during the Phase Marker Cup
C. The number of VPs gained for the control of OHs is Segment of Turn 1.
different for the Confederacy and Union, and varies B. Place them into the cup during the Phase Marker Cup
from day to day of the battle. See the various Victory Segment of Turn 2 and all subsequent turns.
Conditions for the specifics. 16.2 Union Reinforcements
15.6.2 First Day Victory Determination A. The turn in which Union reinforcements arrive is
At the end of Turn 11, determine if either side has won a determined randomly. Boxes 2-5 on the Bentonville TRT
decisive victory per the following conditions. If neither side have a range used to determine when Union
has achieved a decisive victory, play proceeds to Turn 12. reinforcements arrive. During the Phase Marker Cup
Segment, the Union rolls one die per unit not currently
15.6.2.1 Confederate 1st-Day Victory Conditions in play. If the roll is within that turn's range, that unit
A. Control one Confederate OH, and have at least a 1½:1 will arrive during the turn.
ratio of VPs over the Union. Example: The range in the Turn 3 box is 1-3. If the roll
B. Each Confederate-controlled OH is worth 6 VPs. for a particular unit is 1, 2,e or 3, that unit arrives as a
15.6.2.2 Union 1st-Day Victory Conditions reinforcement during the current turn.
Have more VPs (for inflicting losses on CSA units, 11.2.2) B. Only three units may arrive per turn. The Union rolls for
than the Confederacy has overall. its units one at a time until it has rolled for all of them,
or has rolled successfully for three of them, whichever
15.6.3 Second Day Victory Determination comes first.
At the end of Turn 22, determine if either side has won a C. All units of the XIVth Corps must be rolled for before
decisive victory per the following conditions. If neither side any rolls are made for XXth Corps.
has achieved a decisive victory, play proceeds to Turn 23. D. All infantry units of the XXth Corps must be rolled for
15.6.3.1 Confederate 2nd-Day Victory Conditions before a roll is made for the XXth Corps' artillery unit.
Control both Round Tops (2912 and 3212). or all three 16.3 Victory Conditions
hexes of Culp's Hill. or all four hexes of Cemetery Hill and The object is to control the seven OHs printed on the map.
have a 1½:1 ratio VPs over the Union. Each Confederate- All are Union-controlled at the beginning of the game.
controlled OH is worth 6 VPs. Location Hexes
15.6.3.2 Union 2nd-Day Victory Conditions Final Defense Line 0110, 0210, 0310, 0410, 0411, 0512
Control five Union OHs. and have a 2:1 ratio of VPs over the Harper's House 0212
Confederacy. Each Union-controlled OH is worth 5 VPs.
16.3.1 Determining Victory by OH Control
15.6.4 Third Day Victory Determination At the end of Turn 5, determine if the Confederacy has won
A. At the end of Turn 31, determine the winner and level through control of OHs.
of victory. CSA-Controlled OHs Victory Level
B. Both sides must satisfy two criteria per level of victory; 3+ Decisive
if only one can be met, then that level of victory is not 1-2 Substantial
achieved. 0 Determine by VPs
C. It is possible for the game to end in a draw.
D. Historically, the battle was a Union marginal victory, 16.3.2 Determining Victory by the VP Ratio
but the campaign was a Union substantial victory. If the Confederacy does not win by control of OHs,
determine victory by the ratio of Confederate to Union VPs.
15.6.4.1 Confederate 3rd-Day Victory Conditions (Do not round off.)
Each Confederate-controlled OH is worth 10 VPs. CSA/USA VP Ratio Victory Level
CSA Victory Level CSA-Controlled OHs CSA/USA VP Ratio ≥ 2:1 CSA Substantial
Marginal 1-2 > 1:1 but < 1½:1
1½:1 CSA Marginal
Substantial 3-7 ≥ 1½:1
1:1 Draw
Decisive 8+ ≥ 2:1
1:1½ USA Substantial
≤ 1:2 USA Decisive
Across Five Aprils 15
17.0 COMPREHENSIVE EXAMPLE OF PLAY Leetown.
The following is a detailed account of a play-through of the
17.2.2.4 Union Combat Phase Marker
first four turns of Pea Ridge. It is intended to illustrate how
There are no Confederate units projecting ZOCs into hexes
the game system works, and to help resolve rules questions
occupied by Union units, nor are any Confederate units
that may come up during play. Players who are new to the
within range of Union artillery units, so there can be no
game system should read through this example before
combat.
reading the rules for the first time. To learn as much as
possible from this example, you may want to set up the Pea 17.2.2.5 Union Independent Movement Phase Marker
Ridge game and play along with the example. A. Bussey's Cavalry enters at Entry Hex D and moves
toward Leetown.
17.1 Initial Set-Up
B. The 24th Missouri cannot move on Turn 1 (13.2).
A. Only two units are set up on the map: the 24th
Missouri Regiment (of the Independent Group) in 3205, 17.2.2.6 Price's Division's Movement Phase Marker
and Dodge's Brigade (of Carr's Division) in hex 4312. A. Price's units have the choice of entering at either of the
B. All three OHs are controlled by the Union at start, so two B Entry Hexes (3104 and 3105)
OH Control Markers are placed in hexes 3605 (Elkhorn B. Price's Brigade and the Price B artillery unit enter at hex
Tavern, 4009 (Union HQ), and 4117 (Leetown) with 3105 and must immediately stop because they have
their Union flag sides face-up. entered the 24th Missouri's ZOC (½ MP).
C. The Game Turn marker is placed in the Turn 1 space on C. Stack's and Little's brigades enter at hex 3104 and
the Pea Ridge TRT. move along the trail to hex 3402 (4 MPs). By this move
the Confederacy is hoping to outflank any line that the
17.2 Turn 1
Union might try to form in front of Elkhorn Tavern.
17.2.1 Phase Marker Cup Segment
D. The Price A artillery unit enters at hex 3104 and then
A. Along with its Combat Phase Marker, the Union places
moves into hex 3204 (3 MPs), where it must stop
the Carr's Division and the Independent Group
moving both because it has entered a Union ZOC and
Movement Phase Markers into the Phase Marker Cup
expended all of its MPs.
because both formations have units currently on the
map. 17.2.2.7 Carr's Division's Movement Phase Marker
B. Ousterhaus' Division's Movement Phase Marker also Dodge's Brigade moves from Pratt's Store (hex 4312) to hex
goes into the cup since it arrives as a Reinforcement on 3707 along the Telegraph Road [4 MP].
Turn 1.
17.2.2.8 Game Turn Advancement Segment
C. The Confederacy places Price's and McCulloch's
The Game Turn Marker is advanced into the Turn 2 space
Divisions' Movement Phase Markers in the Phase
on the Pea Ridge TRT.
Marker Cup with the Confederate Combat Phase
Marker because both are reinforcements on Turn 1.
17.2.2 Operations Segment
During the Operations Segment, the Phase Markers are
randomly drawn from the Phase Marker Cup one at a time
(the players alternate back and forth). When a Movement
Phase Marker is drawn, all of the units in that formation can
move. When a Combat Phase Marker is drawn, all units on
that side engage in combat with enemy units. The following
paragraphs list the order in which the Phase Markers were
drawn during our sample game, and describe the
movements and battles that resulted.
Editor's Note: For the sake of brevity, we do not detail the
activities of those formations and units (McCulloch's
Confederate Division, Ousterhaus' and Davis's Union
Divisions, etc.) operating in the vicinity of Leetown on the
western flank of the battlefield.
17.2.2.1 Confederate Combat Phase Marker
Since there are no Confederate units on the map, there can
be no combat. The situation at the end of Turn 1
17.2.2.2 McCulloch's Division's Movement Phase Marker 17.3 Turn 2
McCulloch's units enter at Entry Hex A (3120) and move via 17.3.1 Phase Marker Cup Segment
the trail toward Leetown. A. All of the Phase Markers that went into the Phase
Marker Cup on Turn 1 go back into the cup.
17.2.2.3 Ousterhaus' Division's Movement Phase Marker
B. No new formations arrive as reinforcements on Turn 2,
Ousterhaus' units enter at Entry Hex D and move toward
16 Across Five Aprils
so no new additional Phase Markers go into the cup. 3505 (I½ MPs), where it must stop since it bas entered
Dodge's brigade's ZOC. Because Price's Brigade now
17.3.2 Operations Segment
projects a ZOC into the hex containing Elkhorn Tavern,
17.3.2.1 Union Combat Phase Marker
the OH Control Marker is removed (neither side
A. The 24th Missouri must engage in combat with Price's
occupies the Tavern, but both project ZOCs into the
Brigade and the Price A and Price B artillery units
hex, so nobody controls it).
because all three project ZOCs into its hex. However,
B. The Price B artillery unit moves via the Telegraph Road
since the 24th Missouri has an attack strength of 0 it
to hex 3505 (2 MPs).
must conduct an automatic retreat (6.2.2). According
C. The ·Price A artillery unit moves into hex 3105 and then
to the retreat priorities (6.5), the 24th must retreat into
to 3305 along the Telegraph Road (3 MPs).
hex 3306 since it is the only hex available that is both in
D. Slack's and Little's Brigades occupy Clemens Field
not in an enemy ZOC (priority 1) and in the direction of
(3603), moving by way of hex 3503 (3 MPs).
friendly lines (priority 2).
B. After a unit conducts an automatic retreat, one enemy 17.3.2.5 McColloch's Division's Movement Phase Marker
unit can advance into the vacated hex. Since artillery From this point onward we will no longer trace the activities
units can never advance (6.6), only Price's brigade can of units and other formations operating on the western
advance into 3205, which it does. flank of the battlefield.
17.3.2.2 Confederate Combat Phase Marker 17.3.2.6 Union Independent Movement Phase Marker
A. Price's brigade (5-8) attacks the 24th Missouri (0-1) Bussey's cavalry is the only Independent unit currently in
because it is in the Union unit's ZOC. The initial combat play and it is operating outside the scope of our interest.
odds are 5-1, but the wooded-hill terrain in hex 3306
17.3.2.7 Ousterhaus' Division's Movement Phase Marker
causes the combat odds to shift two columns to the
Outside the scope.
left, yielding final combat odds of 3-1.
B. Both sides must now declare the Morale Rating they 17.3.2.8 Game Torn Advancement Segment
will use to resolve the combat. Since each side has only The Game Turn Marker is advanced into the Turn 3 space
one participating unit from which to choose, the on the Pea Ridge TRT.
Confederate Morale Rating must be -1 while the Union
Morale Rating must be 0.
C. Each side rolls a die.
D. The Confederate roll is 6, modified to 5 by Price's
Morale Rating. On the 3-1 odds column of the
Attacker's CRT, a roll of 5 yields a result of 2R (two step
losses and a mandatory retreat}. Since the 24th
Missouri can only absorb one step loss, it is eliminated
and removed from the map.
E. The Union's roll is a 4 (unmodified as the 24th
Missouri's Morale Rating is 0), which, on the 3-1 odds
column of the Defender's CRT, yields a combat result of
1 (one Step Loss). Price's brigade loses a step and is
flipped onto its back side.
F. Because for Price's brigade lost a step in the combat, it
must make a morale check to determine if it must The situation at the end of Turn 2
retreat. On a lucky roll of a 5, modified to 4 by Price's -1 17.4 Turn 3
Morale Rating, the unit does not have to retreat (as it 17.4.1 Phase Marker Cup Segment
would have to have on a modified roll of a 3 or less). All Phase Markers that were placed in the Phase Marker
G. Because Price's brigade did not retreat, it can advance Cup on Turn 2 now go back into the cup. There are no
into the hex (3306) vacated when the 24th Missouri Reinforcements whose Phase Markers need to be added.
was eliminated. However, the Confederacy does not
advance so as to keep Price on the road. 17.4.2 Operations Segment
17.4.2.1 Ousterhaus' Division's Movement Phase Marker
17.3.2.3 Carr's Division's Movement Phase Marker Outside the scope.
A. Carr's artillery enters as a reinforcement at Entry Hex C
and moves via the Telegraph Road to hex 4110 (3 MPs). 17.4.2.2 McCulloch's Division's Movement Phase Marker
B. Dodge's brigade moves to hex 3604 through hexes Outside the scope.
3606 and 3605 (2 MPs). The Union chooses this 17.4.2.3 Carr's Division's Movement Phase Marker
position block both the Telegraph Road and the trail A. Dodge's brigade does not move.
leading from Clemens Field to the Union HQ. B. Carr's artillery moves to hex 3606 via the Telegraph
17.3.2.4 Price's Division's Movement Phase Marker Road (3 MPs).
A. Price's brigade moves along the Telegraph Road to hex C. Vandever's brigade enters as a Reinforcement at Entry
Across Five Aprils 17
Hex D and moves to hex 3909 via the Telegraph Road (4 D. The Price B artillery unit moves into hex 3404. The unit
MPs). can do this despite the fact that the move costs 4 MPs
(2 for the woods +2 for the creek] and its MA is only 3,
17.4.2.4 Union Independent Movement Phase Marker
because the movement rules (first exception in section
Outside the scope.
4.2) allow a unit to move at least one hex per
17.4.2.5 Confederate Combat Phase Marker Movement Phase.
A. Slack's (1-2), Little's (2-4) and Price's brigades (2-5-4), E. Little's and Slack's brigades move through hex 3403
and the Price A artillery unit (3-7) attack Dodge's into hex 3504 (4 MPs).
brigade (4-4). The initial combat odds are 2-1 (attack
17.4.2.8 Game Turn Advancement Segment
strength 8 versus defense strength of 4), but the final
The Game Turn Marker is advanced into the Turn 4 space
combat odds are reduced to 1-1 because of the woods.
on the Pea Ridge TRT.
B. All Confederate units have -1 Morale Ratings, while the
Union must use Dodge's Morale Rating of +1.
C. Each side rolls a die.
D. The Confederate roll is a 4, modified to 3 due to
morale. On the 1-1 column of the Attacker's CRT, a 3
yields a result of 1 (one step loss), so Dodge's brigade
loses a step and is flipped onto its back side.
E. The Union's roll is a 5, modified to a 6 due to morale,
yielding a 2R (two step losses and a mandatory retreat)
result on the 1-1 column of the Defender's CRT. The
Confederacy chooses to apply one step loss apiece to
Slack's and Little's brigades, flipping them over.
F. All four Confederate units then conduct a mandatory
retreat. Price's brigade and the Price B artillery unit
retreat to hex 3404 because, in keeping with the
retreat priorities, this is the hex that is in the direction
of friendly lines and farthest from the greatest number
of enemy units. For the same reasons, Little and Slack
retreat into hex 3503.
G. Because Dodge's brigade suffered a step loss, it must
roll a morale check to see if it retreats. The roll is 4, The situation at the end of Turn 3
modified to 5 by Dodge's +1 Morale Rating, so the 17.5 Turn 4
brigade does not have to Retreat (see the MCT). 17.5.1 Phase Marker Cup Segment
H. Because Confederate units suffered step losses, morale All of the Phase Markers in play last turn go back into the
checks must be rolled for all four Confederate units Phase Marker Cup with the Movement Phase Marker for
that participated in the combat (even those that did Davis's Division, arriving as a reinforcement this turn.
not lose a Step) to determine if they must retreat
another hex. All rolls are modified by -1 for the units' 17.5.2 Operations Segment
Morale Ratings. Little and Slack retreat to hex 3402 17.5.2.1 Carr's Division's Movement Phase Marker
after failing their morale checks on modified rolls of 1 A. The Union gets lucky and moves first once again.
and 2 (respectively). The Price artillery unit retreats to B. Dodge's brigade stands in place, single-handedly
hex 3304 on a modified roll of 1, while Price's brigade contesting control of Elkhorn Tavern and blocking both
passes its morale check and stays in 3404. routes into the Union rear.
I. Although all Confederate units in hexes 3603 and 3505 C. Carr's artillery also remains where it is so that it can
retreated, Dodge's brigade cannot advance because block Confederate flanking moves over the
defending units can never advance except after an southeastern tip of Pea Ridge.
automatic retreat. D. Vandever's brigade moves to hex 3707 via the
Telegraph Road (1½ MPs), then turns off into hex 3706
17.4.2.6 Union Combat Phase Marker (an additional 2 MPs).
No Confederate units project ZOCs into hexes occupied by
Union units, and no Union artillery units have Confederate 17.5.2.2 Union Independent Movement Phase Marker
units within range, so there is no combat. A. Bowen's cavalry enters as a reinforcement in Entry Hex
C and gallops along the Telegraph Road to hex 3606 (6
17.4.2.7 Price's Division's Movement Phase Marker MPs).
A. Despite the beating that it just took, Price's division B. The Independent artillery unit enters at Entry Hex C,
gamely advances into contact once again. moving via the Telegraph Road to hex 4110 (3 MPs).
B. The Price A artillery unit moves to hex 3505 via the
Telegraph Road (1 MP). 17.5.2.3 McCulloch's Division's Movement Phase Marker
C. Price's brigade moves back into hex 3505 (2 MPs). Outside the scope.
18 Across Five Aprils
17.5.2.4 Union Combat Phase Marker Entry Hex D and move off toward Leetown.
A. Dodge's brigade must conduct combat against all four
175.2.8 Price's Division's Movement Phase Marker
Confederate units that project ZOCs into its hex. Since
The Confederacy marches Slack's brigade to hex 3602 by
the initial combat odds are 1-4 even before taking the
way of hex 3503 (4 MPs) to start another flanking move,
woods terrain into account. the Union decides to have
and to free up stacking space in hex 3504.
Dodge conduct an automatic retreat. According to the
The Price B artillery unit moves into the space conveniently
retreat priorities, hexes 3705 and 3704 are equally valid
vacated by Slack's Brigade in hex 3504 (2 MPs).
alternatives (both are in the direction of friendly lines
and are equidistant from the greatest number of 17.5.2.9 Game Turn Advancement Segment
enemy units), so the Union chooses to fall back into The Game Turn Marker is advanced into the Turn 5 space
3705 since this keeps it adjacent to Elkhorn Tavern. on the Pea Ridge TRT.
Editor's Note: The actual combat odds are 1-6 (attack
strength of 3 against defense strength of 16), but
combat odds of less than 1:4 are always resolved on
the Defender's CRT only, on the 1-4 column
B. Price's brigade advances into hex 3604. As infantry
units, Slack's and Little's Brigades were also eligible to
advance, but Price's brigade was chosen because it was
the strongest.
17.5.2.5 Ousterhaus' Division's Movement Phase Marker
Outside the scope.
17.5.2.6 Confederate Combat Phase Marker
A. The Confederacy declares Price's brigade (2-5-4) and
the Price A artillery unit (4-8-3) will engage Dodge's
brigade (3-4- 4). Because the artillery unit is
bombarding (7.1) a non-adjacent hex, its attack
strength is halved to 2.
B. The initial combat odds are 1-1, but the woods would
reduce the final combat odds to 1-2.
C. Unwilling to virtually guarantee the elimination of its
strongest remaining infantry unit with only a 50-50
chance of polishing off Dodge's brigade, the
Confederacy decides to conduct an automatic retreat.
Price's brigade retreats to hex 3505 because it is
towards friendly lines (priority 2) and will not exceed The situation at the end of Turn 4
the stacking limit (priority 3). although the retreat is 17.6 Postscript
not into the hex furthest from the greatest number of At this point we break off our account of the Battle of Pea
enemy units (in violation of priority 4). Ridge. Four turns is enough for our purposes because we
D. Dodge's brigade would normally have an opportunity have had an opportunity to portray the workings of all of
to advance into the hex vacated by Price's brigade. the basic rules systems, as well as covering a couple unusual
However, since the Price A artillery unit is participating situations (for example; the bombardment attack
in the combat, it now conducts a bombardment attack conducted by the Price A artillery unit during the
against Dodge (the Confederacy hoping for a lucky roll Confederate Combat Phase of Turn 4, after Price's brigade
to eliminate Dodge and prevent its advance into 3604 had automatically retreated). Thus prepared, first-time
and blocking access to the Tavern). players of Across Five Aprils will find the rules much easier
E. The initial combat odds are 1-2, but the woods terrain to digest.
reduces the final combat odds to 1-3. The Confederacy
must use the artillery unit's -1 Morale Rating. 18.0 HISTORICAL NOTES
F. The Union, on the other hand, does not choose a 18.1 Symbols Used
Morale Rating because no roll is made on the 18.1.1 Unit Type
Defender's CRT when resolving a Bombardment Attack. Symbol Type Symbol Type
G. The Confederate roll is a 4, modified to a 3 due to Headquarters Artillery
Morale. On the 1-3 column of the Attacker's CRT, this
yields a result of "-" (No Effect). Infantry Horse Artillery
H. Dodge's brigade advances back into hex 3604.
Cavalry
17.5.2.7 Davis's Division's Movement Phase Marker
White's and Pattis' brigades and Davis's artillery enter at

Across Five Aprils 19


18.1.2 Unit Size Since Johnston outranked Beauregard, he was technically in
Symbol Size Symbol Size command of their combined armies, but in fact command
XXXX Army X Brigade remained split between the two, a source of confusion for
XXX Corps III Regiment both their troops and, later, historians. Meanwhile, Union
XX Division reconnaissance had revealed that the crossings over Bull
Parentheses around the unit size symbol indicate that the Run upstream from the Confederate left were unguarded,
formation is provisional. and General McDowell formulated an audacious plan to
exploit this weakness.
18.2 First Bull Run
18.2.1 Background and the Battle At 2:30 AM on July 21st, a column of 13,000 Union soldiers
The Battle of Bull Run was the first major battle of the Civil from the 2nd and 3rd Divisions began marching in a broad
War. As such, it was one of its most important. In the arc to the north and west that placed them beyond the
summer of 1861 most people believed that the war would Confederates' left flank. Turning southward again, they
be brought to a swift conclusion in a single, decisive battle, crossed Bull Run at Sudley Springs Ford and arrowed in
and bridled at the delays involved in raising armies and behind the Confederate line. Meanwhile, the Union 1st
giving them a bare minimum of training. From all sides Division moved forward to the Stone Bridge in order to
came demands for immediate action, and the cry "On to mount a feint attack that was intended to pin the enemy's
Richmond!" resounded throughout the North. Ultimately; left flank units in place. At 5:00 AM the Union artillery near
the popular pressure was so great that the Union had to the bridge opened fire and the Battle of Bull Run began.
take the offensive before its armies– or those of the Discovering that Union troops on the Sudley Springs Road
Confederacy – were truly ready. A battle, "The Battle" to were bearing down on his unguarded northern flank,
decide the war, was the goal of this offensive, but not its Confederate General Nathan "Shanks" Evans rushed his
result. small brigade to meet the threat on a line running along a
General Irvin McDowell marched out of Washington in July shallow ridgeline southwest of the Matthews House, and
1861 with an army of 37,000 green, but eager, Union sent out a desperate call for reinforcements. However, the
soldiers. Facing him at Manassas Junction, some 20 miles Confederate army was encamped around Manassas
southwest of Washington, was General PGT Beauregard Junction, several miles to the south, and spread out all
with some 20,000 equally green Confederates. Having a along Bull Run guarding its many fords. Therefore, the
numerical advantage of almost 2:1, McDowell hoped to reinforcing units arrived on the battlefield piecemeal rather
destroy Beauregard's army before it could be reinforced by than in a mass, adding greatly to the disorganization on the
General Joseph E. Johnston's force of 13,000 men in the Confederate side.
Shenandoah Valley, some 40 miles to the west. Once First to show up were Bee's and Bartow's brigades, but even
Beauregard was out of the way, McDowell would march in this force was too small to stem the Federal tide. As the
triumph into Richmond, the capital of the Confederacy. Union pressed the attack with its superior numbers, the
McDowell proceeded toward Manassas cautiously, having Confederates fell back across Young's Branch and up the
learned that the Confederates bad drawn their defensive slopes of Henry House Hill. If Henry House Hill were
line behind a lazy little stream called Bull Run. As McDowell captured, the Union forces on the other side of Bull Run
approached. General Johnston was ordered to rush his would be able to cross the Stone Bridge, join in the attack,
Army of the Shenandoah eastward and combine it with and roll up the remainder of the Confederate line from
Beauregard's. Thus, McDowell was unknowingly running – north to south. The battle bad reached a crisis for the
and losing – a race against time as he methodically made his Confederates.
approach to Bun Run. On July 18th the Union army At this point the Confederate troops of Jackson's and
occupied Centreville, several miles to the north of Bull Run, Bonham's Brigades arrived and joined with the remnants of
and on the following day fought the first major skirmish of Evans' and Bee's units to make a stand along the crest of
the campaign at Blackburn's Ford. On the 19th and 20th, Henry House Hill. They soon found themselves hard-pressed
however, the Union forces remained halted in order to as the Union troops launched attack after attack against the
bring up supplies and prepare for the decisive advance. thin Confederate line. It was here that General Jackson won
McDowell's delay allowed General Johnston to bring down the nickname "Stonewall" because his troops steadfastly
a substantial part of his troops from the Shenandoah Valley resisted the worst of the Union onslaught and formed the
by rail. The first of his units to reach Manassas was the hard core of the Confederate defense. Over the next two
brigade of General Thomas J. Jackson, which arrived at hours the battle's tempo steadily increased as more and
about 4:00 PM on July 19th. On Saturday the 20th more more troops from both sides joined in, and countless
substantial numbers arrived, along with Johnston himself. charges and countercharges surged up and down the hill.

20 Across Five Aprils


All the while a steady stream of Confederate troops from decisive. The North was shocked by the Bull Run fiasco and
the Army of the Shenandoah were detraining at Manassas responded by redoubling its war effort. General McDowell
Junction and marching straight into the battle. At around was removed from command, and replaced by General
4:00 PM the latest of these reinforcements, General Kirby George B. McClellan, who began the inevitably long process
Smith's Brigade, overlapped the right end of the Union line, of building a much larger and more proficient army. The
attacking it in the flank and rear while the rest of the people of the South were initially ecstatic at their victory
Confederates mounted a simultaneous frontal attack. The and expected great things from it, but were soon
combined attack pushed the Union troops back and disappointed as it became clear that the North was as
suddenly, with incredible speed, the Union line broke and determined as ever to continue the fight. Thus, the
began streaming off the field. The half-trained soldiers had aftermath of the Battle of Bull Run revealed that the war
seen enough of fighting and dying, and could not be would probably be much longer and bloodier than either
stopped despite all of their officers' pleas, cajolery, and side had expected.
threats. At first, the Union troops fell back in reasonably
18.3 Pea Ridge
good order, but the retreat soon turned into an utter rout
18.3.1 Background and the Battle
when a severe traffic jam developed on the road to
Missouri was a strategic border state that was vital to both
Centreville. The thousands of civilians who had ridden out
sides in the Civil War. and consequently witnessed more
from Washington to watch the great battle joined in the
fighting than any other state except Virginia. The loyalties of
rout, greatly intensifying the confusion and congestion on
its population were strongly divided, a fact demonstrated
the roads.
by the vicious treatment that Union and Confederate
18.2.2 Consequences partisans in Missouri often meted out to one another.
Although the Union army suffered a major defeat, a few However, despite the deep divisions within Missouri's body
"professional" regiments of the old Regular Army covered politic, the Union swiftly gained the upper band in the state,
its retreat and the great majority of its men got away. The largely through the vigorous – and ruthless – efforts of
Confederates, although victorious, were disorganized General Nathaniel Lyon (who died at the Battle of Wilson's
almost as badly, and in no shape to effectively pursue their Creek in August of 1861).
fleeing foe. Therefore, the Battle of Bull Run was an
By the end of 1861 the Confederates had been driven
important victory for the Confederates, but was in no way
Across Five Aprils 21
totally out of the state, and a Union army of 11,000 men The battle opened at 10:30 AM with Price's Missourians
under General Samuel R. Curtis bad pressed on across its falling on outposts of Colonel Eugene A. Carr's 4th Division
southern border into Arkansas. Facing Curtis was General around Elkhorn Tavern. Almost simultaneously, McCulloch's
Earl Van Dorn and his Confederate army of 17,000 men; and column assaulted troops of the Union 1st Division under
a strange army it was. It consisted of the exiled Missouri Colonel Peter Osterhaus north of Leetown. The
State Guard (which was more irregular militia than military), outnumbered Union troops were pushed back on both
"civilized" Indians from the Indian Territory (later fronts. However, Union reinforcements were steadily
Oklahoma) who sided with the Confederacy, and marching up from the Sugar Creek line in the form of
Confederate troops from Texas, Arkansas, Louisiana, and General Alexander Asboth's 2nd Division and the 3rd
other western states. It was a bard-bitten, ragtag army led Division of the ironically named Colonel Jefferson Davis,
by a man who was nothing if not a bold, aggressive leader. both of which were initially sent to the left flank.
Confronted by Curtis' invasion, Van Dorn decided to take
However, the Union left continued to fall back before
the offensive.
McCulloch's advance until it occupied the southern edge of
In a situation rare during the Civil War, Van Dorn's a large field just to the north of Leetown. In the early
advancing Confederate army outnumbered its opponent, afternoon, the Confederates charged across this open field
and Curtis began to fall back towards the Missouri border. in the face of Union fire coming from both their front and
The Confederates force-marched for three days to catch up flank, and McCulloch and many of his men were cut down
with the withdrawing Union forces, consuming all their in the deadly crossfire. Colonel McIntosh, the next in
rations as they went. However, when they finally caught up, command, was killed within the hour, and his successor was
they found the Union troops well-entrenched behind a captured after accidentally riding into the Union lines. The
stream called Sugar Creek, about a mile south of an survivors of McCulloch's command fell into confusion and
Arkansas hamlet called Leetown that was just below the many retreated from the field of battle. Those that
Missouri border. Curtis, a West Point trained engineer, had remained fell back to the north and east to join up with
constructed an excellent defensive position behind the Price at Elkhorn Tavern.
creek, and by all rights, the story should have ended there.
Van Dorn, over with the Missourians on the Telegraph
But Van Dorn was determined to fight, both because of his
Road, knew there was trouble when an ominous silence fell
characteristic aggressiveness and his desperate need to
over the western side of the battlefield. On Price's front the
capture supplies.
Confederates had captured Elkhorn Tavern and steadily
On the night of March 6, 1862, Van Dorn divided his troops pushed the Union forces back, but neither side was able to
into two columns and marched them in a huge arc around force a decision before darkness came. After some
Curtis' right flank and turned inward to attack the Union deliberation Van Dorn decided to fight on, and spent the
position from the rear. The left column, under General night shoring up Price's line with the remnants of
Sterling Price (formerly the Governor of Missouri), marched McCulloch's command as they straggled in. Curtis also had
around the eastern end of a rocky prominence named Pea to consider the advisability of continuing the battle. At
Ridge and then southward along the Telegraph Road, the around midnight, he called a council of war in which three
only decent thoroughfare in the entire area, and the main of his four principal lieutenants advised him retreat, while
line of supply for Curtis' army. The right column, under the other remained silent. Curtis, however, was convinced
General Ben McCulloch of Texas, turned off at the western that the Confederates has spent themselves, and decided
end of Pea Ridge and marched towards Leetown and the that the Union army would stand its ground on the 8th, and
Union's right rear. even attack if a favorable opportunity came.
As dawn broke on March 7th, Curtis realized that the And come it did. The Confederates opened the second day
Confederates were no longer before him across Sugar of battle low on ammunition (they had left their supply
Creek, and shortly scouts came in to warn that Van Dorn's train back beyond Sugar Creek) and hungry, but they
army was rapidly approaching from the north. The Union attacked anyway. The attack sputtered out almost
army was cut off and outnumbered, leaving Curtis with the immediately and Curtis had his opportunity. Starting on his
options of either retreating southward into enemy territory left flank near Pea Ridge, Curtis' forces began advancing
without a supply line, or "retreating'' northward to confront relentlessly. Van Dorn knew the battle was over and began
the Confederates. He chose the second option. With his retreating to the north and east. By early afternoon on the
enemy thus forewarned, Van Dorn lost the element of 8th the Battle of Pea Ridge was over and the triumphant
surprise, but still enjoyed a considerable positional Union army held the field.
advantage, so he pressed on.

22 Across Five Aprils


18.3.2 Consequences since his conduct of the Battle of Pea Ridge demonstrated
Pea Ridge was the largest Civil War battle fought west of that he was a highly capable field commander.
the Mississippi River and was also one of the most decisive 18.4 Shiloh
battles in the war. Its outcome ensured that the 18.4.1 Background and the Battle
Confederates would never again seriously threaten the In early 1862, the Confederates were reeling after the
Union's dominant military and political position in Missouri. surrender of Forts Henry and Donelson (on the Tennessee
There would be count less smaller battles, bushwhacks, and and Cumberland Rivers, respectively) forced them to
guerrilla fights, but Missouri would remain irrevocably in abandon Nashville, the capital of Tennessee, and fall back
the Union. before the advance of General Ulysses S. Grant's Army of
the Tennessee and General Don Carlos Buell's Army of the
Van Dorn's disorganized army took a week to reassemble,
Cumberland. Tennessee was all but lost to the Confederacy
and soon after received orders to cross the Mississippi and
and the time had come to either write it off or attempt to
proceed on to Corinth. There Van Dorn was to join forces
retake it. The Confederate western theater commander,
with General Albert Sidney Johnson who was massing
General Albert Sidney Johnston, chose to attack and used
troops for an attack on General Ulysses S. Grant's Union
the railroads to assemble forces from all corners of his far-
army at Pittsburgh Landing (Shiloh) in Tennessee.
flung command at the junction town of Corinth in
Unfortunately for the Confederates, Van Dorn arrived one
northeastern Mississippi.
week after the Battle of Shiloh was fought.
For the moment, the armies of Grant and Buell were widely
Curtis' victory at Pea Ridge should have made him famous
separated. Buell was located near Nashville, while Grant
and advanced his career, but it did neither. He was awarded
was more than 50 miles away, encamped on the western
command of the Department of Missouri but quickly fell out
bank of the Tennessee River at Pittsburgh Landing, and
of favor with the Governor of that state and was removed
blissfully unaware of the forces massing against him only 20
by President Lincoln. He was sent to fight Indians – the
miles away. The Confederates, hoping to defeat Grant
usual employment for unsuccessful Union generals. It was a
before Buell could join with him, marched off to the attack
poor reward for Curtis' victory, and a loss for the Union,
on April 3rd, but things went badly from the start due to
Across Five Aprils 23
confusion, rain, and mud. Instead of taking only one day to and reinforcing units arrived late or in the wrong places.
cover the distance to Pittsburgh Landing, it took the The resulting delays gave the Union forces time to rush up
Confederates three. They were finally in position to attack reinforcements and establish a new line along a sunken
on the morning of April 6th, and, amazingly, Grant was still road that ran between the Peach Orchard and the Duncan
unaware that 40,000 rebels were lurking in the woods Field.
nearby. But, for their part, the Confederates did not realize
When the Confederates encountered the new Union line,
that Buell and one of his divisions were very close at hand,
they attacked frontally instead of outflanking it, and an
and the others were a mere 20 miles away.
intense, close-quarters fight commenced in which the
The battle of Shiloh began at about 5:00 AM on April 6th Federals repulsed attack after Confederate attack, delaying
when the Confederates engaged an advance Union patrol, the enemy's advance for several precious hours. In an angle
but their luck held and surprise was maintained. Pressing of woods later called the Hornet's Nest, the remnants of
on, the Confederates hit the Federal troops in or just in General Prentiss' 6th Division resisted eleven Confederate
front of their unfortified camps. Although the Union forces assaults before being surrounded, attacked by over 60
fought bravely, by 8:00 AM they were forced to retreat, massed artillery pieces, and forced to surrender. This
abandoning their camps to the rebels, who gleefully looted success finally broke the Union line and the Confederates
them. Unfortunately for the Confederates, General PGT poured on toward Pittsburg Landing, but by that time their
Beauregard had devised a plan of attack in which all four commander, General Johnston, was already dead, fatally
Confederate corps deployed behind one another, and had wounded while leading a charge through the Peach
to advance in linear formation through the densely wooded Orchard.
terrain. Not surprisingly, formation cohesion was swiftly lost .

24 Across Five Aprils


Beauregard took command of the Confederate army, and, theater, General Robert E. Lee's Army of Northern Virginia
as nightfall approached, two Confederate brigades pressed had seized the initiative after its brilliant victory at
onward to within several hundred yards of Pittsburgh Chancellorsville and was invading the North. Lee hoped to
Landing, but were stopped there by the massed fire of draw the Union Army of the Potomac away from Richmond,
Grant's remaining artillery, the gunboats Lexington and feed his army on the green and unravaged fields of
Tyler, and the leading brigade of Buell's army. Thus, the Pennsylvania, and, most importantly, fight a victorious
Confederate plan of crushing Grant's army against the river battle on Northern soil in the hopes that this might
failed by a hair's breadth. but close was not good enough, convince the Union to accept Southern independence and
since, during the night, Grant received over 20,000 fresh end the war.
troops as the full strength of Buell's army arrived.
Lee's army of 76,000 began crossing the Potomac into
At dawn on April 7th the Union army attacked, taking the Maryland on June 15th, with General Joe Hooker's Union
Confederates, who had thought that the Yankees were too Army following slowly to the southeast. Lincoln, unhappy
beaten-up to attack, rather by surprise. Through a series of with Hooker's slow pace, and inability or unwillingness to
unrelenting attacks, Grant's and Buell's troops pushed the attack the Confederates, accepted Hooker's resignation on
enemy back all along the line, regaining the ground lost on June 28th and replaced him with the capable, if not
the previous day. The Confederates fought tenaciously but brilliant, General George Gordon Meade.
were too tired, weak, and disorganized to halt the advance.
Lee's army fanned out across south-central Pennsylvania,
Around noon, Beauregard called for a retreat back to
threatening Harrisburg (the state capital), and spreading
Corinth and the Confederates slipped away. The battle of
panic throughout the North, but causing no serious
Shiloh was over.
damage. JEB Stuart was out of communication with Lee, off
18.4.2 Consequences leading his three best cavalry brigades in yet another largely
The Battle of Shiloh was, at the time, the largest single pointless ride around the Army of the Potomac. Thus
battle ever fought on the North American continent. The deprived of his best means of reconnaissance, Lee only
intensity of the battle, and the huge casualty toll it discovered Meade's approach rather belatedly, and rushed
produced, shocked the people of both the North and South, off orders for his scattered army to concentrate at
demolishing any remaining notions that the war would be Cashtown. On June 30th a Confederate infantry brigade
short and relatively bloodless. that had been sent east from Cashtown to probe the small
town of Gettysburg – and to steal shoes from a factory
The Union had won the Battle of Shiloh, but, because he
there – encountered a small force of Union cavalry. A
had been caught by surprise and his victory was in no way
spirited skirmish resulted, and from this unexpected
decisive, Grant came under severe attack in the North.
encounter grew the greatest battle ever fought on
Many people called for his immediate removal, but
American soil.
President Lincoln stood by Grant, saying "I can't spare this
man – he fights." However, for the moment, command of 18.5.2 Day One of the Battle
Grant's army was taken over by General Henry W. Halleck, On July 1st, the Battle of Gettysburg was a massive meeting
the Union's western theater commander. The North engagement between two major armies, with the vital
retained its hold on Tennessee. question being which army would concentrate fastest. The
battle opened around 8:00 AM when Confederate troops of
The Confederates fell back to Corinth and held that
General Henry Heth's division stumbled upon the Federal
important rail junction for seven weeks until the approach
cavalry division of General John Buford several miles west
of Halleck's much-larger army (with Grant as second-in-
of the town. The battle steadily grew in intensity as more
command) forced them to retreat. Shiloh was a major
Confederates of General AP Hill's Corps came down the
setback and disappointment for the Confederates. They had
Chambersberg Pike and engaged the hard-pressed
missed an excellent opportunity to crush a major Union
cavalrymen on McPherson's Ridge. At midmorning, infantry
army, lost troops that they could not afford to lose, and had
of the Federal I Corps came to Buford's relief and wrecked
once again lost the initiative in the western theater. With
two Confederate brigades, but General John Reynolds, one
the almost solitary exception of the Bartle of Chickamauga
of the North's finest corps commanders, was killed at the
in September 1863, the Confederate forces in the West
head of his troops.
would know nothing but defeat for the remainder of the
war. In the early afternoon, the Union I Corps line to the west of
Gettysburg was threatened in the flank as General Richard
18.5 Gettysburg
Ewell's Corp s approached from the north. The
18.5.1 Background
Confederates were temporarily halted north of Gettysburg
In June 1863, the Union armies in the west were pressing
by the troops of General Oliver Howard's Xl Corps, which
forward on several fronts as General Rosecrans pushed
had just arrived on the battlefield, but, after a bloody fight,
General Braxton Bragg's Confederates out of Chattanooga,
the unlucky "Dutchmen" fell back in confusion through
and Grant besieged Vicksburg, the last Confederate
Gettysburg. Since I Corps was almost encircled, it, too,
stronghold on the Mississippi River. But, in the eastern
retreated back through Gettysburg, rallying only when it
Across Five Aprils 25
reached Cemetery Ridge behind the town. Losses in killed coordinated Confederate attacks had failed to win the
and wounded had been heavier on the Confederate side, battle, but yet another Union corps had been taken apart.
but, when taking prisoners into account, the Union had However, unknown to Lee, by that afternoon the Union
unquestionably gotten the worst of it. Lee himself had army outnumbered the Confederate army and Federal
arrived in time to watch the Union retreat and to plot how reinforcements were still arriving.
to take advantage of it.
18.5.4 Day Three of the Battle
The Union forces hastily formed a fishhook-shaped line During the night, Lee decided to attack the center of the
drawn along Cemetery Ridge, anchored on the right by Union line on July 3rd. By any standard this was an
Culp's Hill and in the center by Cemetery Hill. Lee ordered extremely risky decision. The Union Army of the Potomac
the attack to continue "if practicable," but his subordinates had finished its concentration on the battlefield,
did not attack, thus missing what many believe was their outnumbered the Confederates by almost 20,000 men, and
best chance for victory. Thus, at the end of the first day of held a naturally strong defensive line bristling with artillery.
the battle, the Confederates had won a sizable victory, but
At 1:00 PM on the 3rd, Lee opened the assault with an
the Union army was still on the field and had
artillery bombardment the likes of which had never before
reinforcements arriving hourly. His partial victory in the first
been seen in North America. The ground trembled under
day's fighting encouraged Lee to continue the battle in
Lee's massive barrage, touching off a counter-
hopes of winning a major victory – a decision with
bombardment by the Union artillery deployed along the
disastrous consequences.
crest of Cemetery Ridge. After over an hour of intensive
18.5.3 Day Two of the Battle shelling the Union artillery fire slackened and then stopped
On the morning of July 2nd, the Union forces holding the to save ammunition for use against the Confederate
"fishhook" faced-off against the Confederates holding infantry attack that could plainly be seen massing on
Seminary Ridge to the west and Gettysburg itself to the Seminary Ridge. Lee, thinking the Union artillery had been
north. Lee placed the main effort of his army to the south, silenced, launched his last remaining fresh troops against
ordering General James Longstreet's Corps to assail the Cemetery Ridge.
Union left and take Little Round Top, a position from which
Three Confederate divisions under the overall command of
the entire Union line would be outflanked. However,
General George Pickett, some 12,000 men in all, charged
Longstreet was slow in getting his corps in place and did not
across the valley. The Union artillery and infantry opened
begin his attack until mid-afternoon. Before Longstreet was
fire on the advancing Confederates and huge gaps appeared
ready lo attack, General Dan Sickles advanced his Union Ill
in the Confederate lines as the Union fire found its mark.
Corps into the valley between the two armies – exceeding
The closer the Confederates came, the higher their
his orders – and took up position in a salient that ran
casualties mounted. Fewer than 6,000 Confederates
through a peach orchard on the Emmitsburg Road and a
reached the crest of Cemetery Ridge, there to be
rocky hillock called Devil's Den.
overwhelmed by superior numbers as Union reserves
Longstreet's attack fell upon Sickles' corps with full force, converged from all sides. Pickett's charge, the high tide of
touching off several hours of incredibly vicious fighting. the Confederacy, was repulsed and thousands of
Eventually, Sickles' corps, outflanked and overwhelmed, Confederate soldiers were killed, wounded, and captured.
was forced to retreat back to Cemetery Ridge, but the The shattered remnants of Pickett's command staggered
Confederates failed to take Little Round Top. The hill had back into the Confederate lines and Lee's army braced for
been left undefended until literally the last moment, when the expected Union counterattack. It never came. Both
Colonel Strong Vincent's Brigade of the Union V Corps was armies stood their ground, glaring at one another across the
rushed up to the crest. In some of the bravest fighting of blood soaked valley – the battle of Gettysburg was over.
the war, the Union troops – and in particular, the 20th
18.5.5 Consequences
Maine – fought off the Confederate assault and saved
July 4th, 1863, was a decisive date in the history of the Civil
Meade's army from being outflanked.
War, since it was both the day on which Lee began his
To the north, Ewell was ordered to attack the Federal retreat from Gettysburg and the day on which the
positions on Culp's Hill and Cemetery Hill, but he also acted Confederate army besieged in Vicksburg surrendered. Lee's
too late. Ewell's troops took the lower slopes of Cemetery army had suffered crippling losses – over 28,000 casualties
Hill, but were committed to the fight piecemeal and were out of some 70.000 men engaged – that the South simply
forced to fall back at nightfall. Over on Culp's Hill the could not replace. When Lee's Army reached the Potomac
Confederates captured and held a line of breastworks near River, it found itself with no way to cross, its bridge having
the eastern base of the hill, but could not overrun the been destroyed by Union cavalry. The Army of Northern
entire position. Thus, at the end of the second day, the Virginia entrenched and waited as another bridge was
battle seemed to hang in the balance. The poorly- hastily constructed.

26 Across Five Aprils


Meade's Army had suffered over 23,000 casualties out of American history. More books have been written about it
some 85,000 engaged. Meade followed Lee cautiously to than about all the other battles of the Civil War combined.
the Potomac, but, to President Lincoln's great disgust, did Its fame derives from the fact that it represented the
not attack Lee when he was trapped with his back against hightide of the Confederacy, the last point at which the
the river. Eventually, Lee's army slipped across the river, South could hope to win the war by a dramatic offensive
denying the Union the full strategic benefit of its victory at victory. Gettysburg also marked the end of a two-year
Gettysburg. Ultimately the battle's most important strategic period of humiliating defeats for Federal Army of the
consequence was that Lincoln brought his most successful Potomac. After Gettysburg, the Union armies would do no
general – Grant, the hero of Vicksburg – east to take more retreating, although their steady advance toward
command of all the Union armies and to direct the Army of Richmond and final victory would be accomplished only at
the Potomac personally. an immense cost in casualties.
The battle of Gettysburg is the most storied battle in

Across Five Aprils 27


18.6 Bentonville scorched earth across the heart of Georgia. Now. in the
18.6.1 Background and the Battle spring of 1865, Sherman was pushing north through the
The battle of Bentonville is one of the least known and leas Carolinas on his way to join Grant for the final attack
t studied battles of the war. It was the last battle fought against Lee in Virginia.
between rival "western" armies – although it was fought in
The Confederate Army of Tennessee had been more or less
North Carolina – and the second-to-last battle of
destroyed in the disastrous battles of Franklin and Nashville
consequence in the war (the last being the Battle of Five
in 1864, and, by March 1865, only a pitiful remnant
Forks between Lee and Grant). General William T.
consisting of some 20,000 men (little more than two
Sherman's army had taken Atlanta in late 1864 and then
divisions in the old days) remained to confront Sherman's
driven southeastward to the sea, leaving a broad swath of
mighty army of almost 100,000 battle-hardened veterans.
28 Across Five Aprils
Sherman's army, however, was not concentrated; part of it Union XIV Corps of General Slocum's column as it marched
was on the coast in Wilmington, while the main body of toward the town of Bentonville, North Carolina. Johnston
about 60,000 men was divided into two columns as they deployed his army along a ridge line, covered by woods so
marched into North Carolina. The Confederate commander, that the advancing Union column would march into a trap
General Joseph E. Johnston (of First Bull Run fame) saw that and could be attacked from three sides at once. The plan
his only option was to defeat one of the Union columns almost worked, as the Union corps advanced into the trap
before the other came to its aid. With that strategy in mind, as planned. However, the Confederate forces, led astray by
he retreated steadily before Sherman's advance and waited faulty maps and other troubles typical in the days before
for an opening. electronic communications, were not all present for the
attack. In mid-afternoon, the attack fell on the advancing
On March 19th, his opportunity came, and one of the best-
Union column, 15,000 Confederates versus 15,000 Federals,
prepared – and worst-executed – battles of the Civil War
with surprise on the Confederate side and reinforcements
began. Johnston planned a surprise attack against the
on the way for both.

The Union forces were forced back. Some units even broke ridgeline from which be had mounted his initial attack. On
ranks, but in fairly short order they reformed. Even though the 20th he faced a Union army of over 60,000 men. Rather
surrounded on three sides and trapped against a swamp, than attack and lose men to no purpose, Sherman simply
the Union veterans held off the uncoordinated Confederate waited for the Confederates to retreat. which they did on
attack. Once the situation stabilized somewhat, the Union the morning of 21st. The Union juggernaut then resumed its
left fell back to the stream running in front of the Morris relentless advance northward.
Farm, where reinforcements from XX Corps had established
18.6.2 Consequences
a fallback position.
The battle of Bentonville was a close-run affair for a few
The Confederates assaulted the Union position three times
hours, but Lee's Army of Northern Virginia surrendered less
before the battle ended at nightfall. Already outnumbered,
than three weeks later, and Johnston's own army two
and with tens of thousands of additional Union soldiers
weeks after that. Thus, even if Johnston had succeeded in
converging on the battlefield, Johnston fell back to the
smashing the XIV Corps, the "victory" would have been
Across Five Aprils 29
strategically pointless. The only thing the Battle of movement and combat, which better simulates the
Bentonville accomplished, at the cost of some 1,400 fundamentally chaotic nature of battle. A fortunate side-
casualties on the Union side, and probably twice that many effect is that Across Five Aprils plays very well as a solitaire
for the Confederates, was to demonstrate that the game.
southerners were willing to fight until the very end, even
The other rules systems are fairly traditional, but some have
though the hopelessness of their cause was clear to all.
important twists. The combat resolution system, for
19.0 DESIGNER'S NOTES example, uses traditional odds columns, but both players
19.1 Dedication roll a die, which creates 36 possible combinations. Add in
To my father, Samuel Lee Smith, and to my uncle, John the morale modifications and you have a combat system
Eugene Smith, who taught me to love American history. that generates a broad range of outcomes. Note, however,
that regardless of the dice combination, the result is usually
19.2 The Origins Of Across Five Aprils
a step loss or two and a retreat. The results are attritional,
This game system bad its genesis way back in the early
not decisive. which reflects the actual results of Civil War
1980s. At that time, I was a staff game designer for SPI
combat – lots of casualties, but few decisive engagements.
(Simulations Publications, Inc.) in New York City and was
developing A Gleam of Bayonets, Rich Berg's game on the 19.4 The Battles
Battle of Antietam. In order to test that game's command Tn deciding which battles to include in Across Five Aprils, I
control system, I went back to the old SPI Blue and Gray looked for balanced situations that would make good, fun
quad-game, Antietam. Using the smaller game, I was able to games without requiring lots of exclusive rules. For the sake
test the command system over and over again because it of variety, I wanted to include both large and small battles,
played so quickly. Out of this experience grew the idea of with the additional motive of offering players a broad range
creating my own Civil War "quad" game. of playing times. Bull Run and Bentonville were chosen
because they were-respectively the Civil War's first and last
I grew up on SPI quad games, especially Blue and Gray and
"gameable " major battles. (The Battle of Five Forks
the Napoleonic series. I and a group of friends played them
occurred after Bentonville, but the Confederates had little
consistently and enjoyed them a great deal. They played
chance of winning.) Gettysburg and Shiloh were natural
very quickly, were easy to learn, and allowed you to play a
choices because they are perhaps the two most famous
wide variety of battles without having to go through the
battles of the entire war. Pea Ridge stands out as the most
hassle of learning a whole new set of rules. Across Five
important battle fought west of the Mississippi River.
Aprils is a game in that spirit.
ironically, I had designed the Across Five Aprils system to
19.3 The Game System simulate battles with communications and leadership
Across Five Aprils is a simple game, but nonetheless breakdowns, such as occurred at Antietam and
has a number of novel features. The most important of Chancellorsville. yet we only included battles that did not
these is the Phase Marker system, which portrays a require such rules.
fundamental truth about the nature of Civil War battles
19.5 The Future
(and, indeed, about the battles of any era).
On the Bull Run map you may have noticed that there is a
Battles are, by their very nature, highly confusing, chaotic second Retreat Compass, and a number of Entry Hexes that
affairs that make it difficult for even the most able of are not used in this, the first battle of Bull Run. These have
commanders to keep track of everything that's going on, been included in anticipation of a future expansion of the
and to maintain effective control of their troops. March Across Five Aprils system. Assuming that Across Five Aprils is
delays, misunderstood orders, and lost or delayed successful, we will publish a second series of battle games
messengers all conspire to ruin a commander's best-laid that will include the Second Battle of Bull Run, which will be
plans, making it particularly difficult to coordinate played on the same map.
maneuvers and attacks involving multiple formations.
At present, the only battles that we know for certain will be
Typically, the units engaged in a battle will spend most of
in the projected second installment of Across Five Aprils are
their time out of combat, either marching from one place to
2nd Bull Run and Antietam, the other three have not yet
another or just silting around awaiting orders. Thus, most
been determined. However, we will include several battles
battles are characterized by periods of fierce combat
(such as Antietam) that had communications and/or
interspersed with long lulls during which relatively little
leadership failures in order to exploit fully the capabilities of
fighting takes place.
the Phase Marker system. Once you've played Across Five
Traditionally, wargames have ignored these facts and given Aprils, you can just imagine the possibilities; give Stonewall
players a highly unrealistic degree of control over their Jackson a separate combat phase marker to allow him to
units. Maneuvers involving multiple formations are attack twice per turn, have certain movement phase
coordinated perfectly 100 % of the time, attacks can be markers "activate" only on a die roll, and so forth. The
planned down to the last combat factor, and, in general, the possibilities are many and they will be simple, realistic, and
tempo of combat is simply much too fast. Across Five Aprils fun. Of course we'll also include some battles which don't
avoids this pitfall by means of its semi-random sequence of require such rules, as long as they make for a good game.
30 Across Five Aprils
If you've enjoyed Across Five Aprils and would like to see a
second series of games, drop us a letter and let us know.
Feel free to comment on the five games in this series, and
make suggestions as to those battles you would like to see
in the next series. Send your replies to the same address
given for rules questions (1.1).
19.6 In Conclusion
We hope you enjoy Across Five Aprils. If you do, much of
the credit goes to Kevin Boylan, the game's developer, and
to the corps of playtesters who have spent so many hours
tweaking each game.
Until next lime,
Eric Lee Smith
20.0 GAME CREDITS
Game Design: Eric Lee Smith
Game Development: Kevin Boylan
Research Assistance: Tony Curtis
Cover Painting: First Minnesota by Donald Troiani from the
National Guard Heritage Painting Series. Courtesy of Lt.
Colonel Leonid Kondratiuk of the National Guard Bureau
Map Design: Eric.Lee Smith, Kevin Boylan, Charles Kibler
Graphics: Charles Kibler
Camera Department: Lou Vetenovsky
Production Coordination: Phyllis Opolko
Printing: Monarch Services, Inc.
Playtesting: Clayton Smith, Tony Curtis, Chris Eckard, Mark
Luccioni
Project Oversight: W, Bill
© 1992 Victory Games 3003501
DIVISION OF MONARCH AVALON, Inc.
4517 Harford Road
Ballimore, MD 21214

2023 Rules Revisions: Jonathan Warshay

Across Five Aprils 31

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