War Between the States

Expanded Strategic Turn Sequence

With Rule Reminders

Compiled by Don B. Johnson

A.Siege(South has option to go first or last)

1.Northmay bombard a besieged fort(ress).

This does not use supply.

2.If nobombard, player may attack that besieged fort. In this case, no supply is used and the attacker’s losses are not doubled.

B.Production(North goes first)

1.Supply Point Generation

Supplies go into general supply pool, maximum is 999.

a.North supply points =(Month track) +

(Month city supply for captured Southern/neutral cities which can trace uncut rail

line off north map edge)

bDetermine blockaded Southern seaports [24.1]

c.South supply points =(Unbesieged Major City supply ([21.35]) +

(Month city supply for cities with rail path to major city) +

(Month import supply for unblockaded seaports with rail line to major city)

2.New Unit Initiation

a.Personnel point generation (North [23.11], South [23.12])

1)Cannot save personnel points beyond month when produced.

2)Once you call draft, cannot call volunteers.

3)If new call, pay political points.

b.Convert existing Militia or Garrison on unbesieged department, pay costs, place

Infantry on production spiral.

c.Produce new units, pay costs (North [21.91], South [21.92]).

3.Existing Unit Augmentation

a.One infantry or cavalry division per unbesieged department (pay costs and place on

production spiral).

4.Produced Unit Deployment

Note: Completed units are not required to be deployed.

a.North:

1)Roll for face-down ironclads. On a 1 or 2, turn face up.

2)Land units: deploy evenly by type on unbesieged department with rail path off

North edge.

3)Naval transport and naval flotilla on C3901.

4)River transport and river flotilla on C3901, St. Louis, Cincinnati, Pittsburgh.

5)Ironclad face down on C3901, St. Louis, Cincinnati, Pittsburgh.

6)Base on coastal hex with 5 or more infantry strength points.

b.South:

1)Roll for face-down ironclads. On a 1, turn face up.

2)May place one partisan cadre each strategic turn in 1862 or later.

3)Land units: deploy evenly by type on unbesieged department with rail and/or

road path to unbesieged major city freeof North units (the rail portion can be

cut and roads cross rivers at ferries).

4)River transport and river flotillason either a Southern city (on coast or tidal river),

or base.

5)Ironclad facedown on Norfolk, Charleston, New Orleans, or base.

6)Base on Southern seaport or city on navigable river.

5.Brigade Merge

Merge one brigade into one division of same type in the same hex.

6.Fortification Construction and Deployment

a.Destroy owned unbesieged fort.

b.Construct (16 forts in counter mix for each side)

1)Maximum of one new fortress/turn, fort must already exist in hex

2)Three (3) ground strength points in hex

3)Spend supply in hex (per [22.46]). May be broadcast from generalsupply, if

possible, else must be on map.

4)Roll die for construction result. If 'C', place fort. Point “x” to desired controlled

river hexside.

7.Department Deployment

a.If month indicates, deploy new department or move existing department.

b.Maximum of one (1) department per state (D.C. is a state for this purpose)

c.North may deploy:

1)only in city hexes that have rail/water supply to north edge of map

2)in Southern states only if all cities in state are Union-occupied.

(Exception: St. Louis)

d.South may deploy in any non-enemy occupied Southern city.

(Maximum of one (1)department west of the Mississippi)

8.Headquarters Deployment

a.If month indicates, roll a die for type of HQ indicated on Turn Record Track.

1)Army HQ: “1” is required to deploy one HQ

2)Corps HQ: “1” is required to deploy. A second roll is the number of Corps HQs deployed.

b.Place HQs on existing departments.

9.Leader Pick

a.If month indicates, pick one or two leaders randomly from leader pool.

b.Voluntarily exchange captured leaders.

c.Place leader into command of existing HQ or on department.

1)If it replaces existing commander, enemy gains 1 political point.

2)If it puts leader on leaderless corps, enemy gains 0 political pts.

3)Enemy can substitute captured leader. Substituted leader back to pool.

d.Promotion/Demotion

1)If leader in stack replaces commander, enemy gains 2 political pts.

2)If it puts leader on leaderless corps, enemy gains 0 political pts.

3)Enemy may substitute captured leader. Replaced leader goes to pool.

10.Confederate Replacement(1/63 or later)

a.South may merge one or two Garrison points into Infantry division in same hex.

11.Militia Demobilization

a.If month indicates, die roll 1 or 2, remove 50% (round up) of Militia pointsfrom map.

b.South rollsone die: if roll is 1 can convert one (1) partisan cadre to unit.

C.Supply Consumption and Broadcast(North goes first)

1.Depot Elimination

a.Remove depot unit (so it is available to place elsewhere).

b.Depot supply: Can

1)place it on map,

2)reverse broadcast it to general supply, or

3)destroy it.

2.Supply Consumption

a.Naval units, HQs, leaders, siege trains and railway repair units do not need supply.

b.Roll on Supply Consumption Table [12.12] for each hex occupied by land combat units.

c.If hex needs supply, can pay from adjacent hex/hexside or from supply chain via

three (3) infantry MPs to

1)all sea hex (North only, must have empty NT-50 at sea),

2)navigable river (with empty transport) and/or

3)functioning rail (using rail transport points) back to active department.

3.Supply Broadcast

a.Broadcast only by rail and/or water.

b.Maximum of 10 supply points into depot per turn; depot maximum is 99.

c.Maximum 2 into Army.

d.Maximum 10 into Supply Train.

D.Political Interaction

1.North Victory

Anytime North occupies the five major South cities, he wins.

2.South Victory

If South prevents North victory by end of 200th turn, he wins.

3.Emancipation Proclamation

Can be issued by North only when North has more political points than South.

a.South gains five (5) political points.

b.Foreign intervention effects are cancelled and forbidden in future.

4.Political Events Matrix

Either/both players may appeal to Political Events Matrix ([25.42]).

a.Roll for effect of appeal.

b.If roller did not win, pay 0, 1, 2, 4, 8, 16, 16, ... political points.

E.Initiative Chit Pool Adjustment

1.Adjust the initiative chit pool per table [5.13] on 7/62, 5/63, 11/63, 5/64, and 1/65 (Campaign Game only)