Each commander rolls a d10; any of his units in a hex whose last digit matches cannot move that day.
How it works
Four d10 rolls are made each strategic turn, in an order changed every turn: one for weather, then one each for the Confederate and two Union players. Matching hex digits freeze units, representing looting, disobedience and supply problems. A suggested variant has Shields roll once, Banks twice, Fremont thrice and Jackson not at all.
If the number the commander rolled on the 1die is the same as the last digit of any hex that his units are in, that unit/counter may not move for that day's strategic day.