Wargame Mechanics Index

Jackson's Shenandoah Valley Campaign: An On to Richmond Campaign

A 'stop die' matched against the last digit of each unit's hex number randomly freezes units for a day, simulating friction without bookkeeping.

Campaign rules used by the Benedict Arnold Society to refight the 1862 Valley Campaign, with divisional counters moving on a numbered hex map (approx. 3 miles per hex) and battles fought on the table with On to Richmond. Includes orders of battle, decoy counters, a march-to-the-sound-of-the-guns roll, forced marches, a hex-digit 'stop die' for command friction, and post-battle retreat and recovery rules.

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Mechanics 18 · 1 distinctive

Command & Control

3cmd
Command control chance die (stop die)Command friction & delay

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.
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2cmd
Decoy countersHidden units & blinds

The Confederate player moves an equal number of decoy counters on the map.

How it works

Decoys hide Jackson's true location. When contacted by a Union counter a decoy is revealed and placed with the nearest Confederate force; if not in contact it may move again.

the Confederate Commander was given an equal number of decoy counters to move about the strategic map to confuse the enemy as to where Jackson really was
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2cmd
Officer casualties and morale passesLeader effects

Commanders have ratings and morale passes; killed officers count their passes as lost stands.

How it works

Commanders are rated (e.g. Jackson Exceptional, 5 morale passes; Fremont poltroon, 1). An officer attached to a melee unit that loses a stand is a possible casualty on 0-3 (d10), then killed on 0-1 or wounded on 2-9; small arms casualty on a 0. A second wound kills. A dead officer's morale points count as infantry stands lost when assessing battle results.

When an officer is killed, each morale/spot of his eliteness counts as a stand of infantry when figuring tactical battle conditions.
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2cmd

Units near a battle roll to see if they hear it and how far they may march to join.

How it works

Any unit within four hexes of a battle in progress rolls a d10: one hex on 0-7, two on 0-6, three on 0-5, four (maximum) on 0-4. Movement beyond normal allowance counts as a forced march.

any unit within four hexes would roll a die to simulate wind direction and ability to hear the "sound of the guns".
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Scenario, Campaign & Victory

2scen
Union command splitMultiplayer structure

Two Union players roll each turn to see who controls Shields' Division.

How it works

One Union player is Banks, the other Fremont; each turn both roll a die to decide who controls Shields' Division, simulating poor Union cooperation.

they would each roll a die every turn to determine who would control Shield's Division for that turn.
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2scen
Post battle effects and proceduresPost-battle consequences

Tactical casualty differences set a victory level that determines strategic retreats and forced-march rolls; half of losses return.

How it works

Stand difference 0-6 indecisive (both back 1 hex), 7-12 marginal, 13+ decisive, with the loser rolling on the forced march table for 2 or 3 hex effects and retreating 3 or 6 hexes toward its base or line of communication. After a battle both sides recover half their losses (odd halves rounded by die roll).

After a battle, both players get back one-half of their losses after rolling for each brigade on the forced march effects table.
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1scen
Strategic campaignCampaign linkage

A 30-day map campaign whose contacts are fought as On to Richmond tabletop battles.

How it works

The campaign runs May 23 to June 23, 1862; each wargame day equals 11-12 tactical moves. Counters represent the actual figure brigades; strategic moves are exchanged by phone using copies of the hex map.

We further decided to fight the campaign for 30 game days from May 23, 1862 to June 23, 1862 with each wargame day consisting of 11-12 tactical wargame table battle moves.
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1scen
Union and Confederate forcesHistorical scenarios

Historical orders of battle with commander ratings and bases are provided.

How it works

Union: Banks, Fremont and Shields each with 6 brigades of 6 stands, cavalry and two batteries. Confederate: Jackson's and Ewell's Divisions of 8-stand brigades plus Ashby's cavalry, with stated grades.

Gen. Nathaniel Banks (Cautious, 2 morale passes) base at Winchester. 6 brigades of 6 stands each
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Movement & Manoeuvre

1move
Forced March RuleForced march

Infantry and cavalry may attempt extra hexes at risk of losing stands.

How it works

One to three extra hexes may be attempted, rolling a d10 on a table where failure loses one or two stands (worse risk for more hexes). Artillery cannot force march. A unit that force-marched into battle gets no bonus moves that day and must rest the following strategic day.

In addition to its nonnal allowance for ioovement, units may attempt to niake a forced JIIB.l"Ch . 001.Y INFANim'' AND CAVALRYl No artillery!
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1move
Strategic hex movementGridded movement

Divisions move a fixed number of hexes per day, with Confederates and Union cavalry faster.

How it works

Union infantry and artillery move 4 hexes per day; Union cavalry and all Confederates move 6. Only one counter per hex, except two on the Valley Pike. The strategic unit is the division, except cavalry at brigade size.

Union infantry and artillery could move up to four hexes a wargame day and Union cavalry and all Confederate forces (foot cavalry - remember), could move six hexes.
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1move
Roads, mountains, riversTerrain movement effects

Off-road movement is halved, mountains are passable only at passes, rivers cost extra.

How it works

All movement not on roads is halved; no movement in mountains except through the passes; crossing a river costs one additional move.

All movement not on roads was halved and no movement allowed in mountains except through the passes. Rivers cost one additional move to cross.
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Forces & Unit Definition

2force
Union unit's eliteness rollTroop quality grades

Union unit quality is rolled before the first battle.

How it works

On a d10, infantry and cavalry are green on 0-6 and regulars on 7-9; artillery are regulars 0-6 and veterans 7-9. Confederate grades are fixed in the OOB (elite, veteran, regular).

Infantry & Cavalry: 0-6= green; 7-9= regulars
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1force
Cavalry dismounting ruleSpecial traits & abilities

Only Confederate cavalry may fight dismounted.

How it works

Reflecting early-war Confederate cavalry superiority, Union cavalry cannot dismount.

only C.S. cavalry may fight dismounted.
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Resolution Engine

1engine
20-sided percentage dicePercentile resolution

All rolls use 20-sided dice numbered 0-9 (d10 results).

How it works

Tables are read on 0-9 results throughout.

All dice referred to are 20-sided percentage dice.
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Battlefield & Environment

1env
Weather rollWeather

A daily weather roll may produce heavy rain that delays movement.

How it works

Any 0 on the weather d10 triggers a second roll; 0-1 then means heavy rain delaying movement.

any "0" means there will be a weather roll - i.e. roll again and a 0,1 will cause heavy rain delaying movement.
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Close Combat

2melee
Mountain passesOpposed melee roll

Clashes in mountain passes are resolved by a single opposed die roll instead of a battle.

How it works

Each side rolls a d10; the higher controls the pass and the lower must withdraw one hex.

each side rolls a %die and highest number controls the pass and the lower number force must withdraw one hex.
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Special Systems

1special
Line of communicationSupply & logistics

Each side declares road exits as its line of communication, supply and retreat; cut-off units may be forced to surrender.

How it works

Withdrawals must be towards the base or line of communication; units cut off from it can be forced to surrender. Losing a base ends the campaign (Staunton's capture decided it).

the commander of each side's forces to declare what road exits were to be considered his army's line of communication, supply and retreat. Thus, if units were cut off they would be forced to surrender
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Turn Structure & Sequence

1turn
Day's march ordersWritten / plotted orders

March orders are written each day before random friction and weather rolls.

How it works

Players write each day's march orders; the weather and command-control rolls are made afterwards so players cannot adjust. A post-campaign suggestion lets the Confederate player choose to move first or last.

Prior to each strategic turn and after each day's march orders have been written, a %die is rolled four times
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