Across_5_Aprils_combined_rules_(revised_and_reformatted)
Across_5_Aprils_combined_rules_(revised_and_reformatted)
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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
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