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MYACWMECHANISMSANDTABLES1967 - 2010Graham L. Empson TOC \o "1-4" \h \z 1Introduction PAGEREF _Toc31928494 \h 42UNION ARMY PAGEREF _Toc31928495 \h 52.1Union Base Unit Data PAGEREF _Toc31928496 \h 52.2Union Composition Tables PAGEREF _Toc31928497 \h 53CONFEDERATE ARMY PAGEREF _Toc31928498 \h 73.1Confederate Base Unit Data PAGEREF _Toc31928499 \h 73.2Confederate Composition Tables PAGEREF _Toc31928500 \h 74Troop Rating Definitions PAGEREF _Toc31928501 \h 94.1Elite PAGEREF _Toc31928502 \h 94.2Veteran PAGEREF _Toc31928503 \h 94.3Seasoned PAGEREF _Toc31928504 \h 94.4Green PAGEREF _Toc31928505 \h 94.5Troop ratings PAGEREF _Toc31928506 \h 94.5.1Year 1861 all theatres PAGEREF _Toc31928507 \h 94.5.2Year 1862 all theatres PAGEREF _Toc31928508 \h 94.5.3Mid-War 1863 all theatres PAGEREF _Toc31928509 \h 94.5.4Year 1864 all theatres PAGEREF _Toc31928510 \h 104.5.5Year 1865 all theatres PAGEREF _Toc31928511 \h 104.6Infantry Weapons PAGEREF _Toc31928512 \h 104.6.1Smoothbore Muskets (SB) PAGEREF _Toc31928513 \h 104.6.2Early Rifles (ER) PAGEREF _Toc31928514 \h 104.6.3Rifle-musket (RM) PAGEREF _Toc31928515 \h 104.6.4Breech-loading Rifle (BLR). PAGEREF _Toc31928516 \h 104.6.5Repeating Rifle (RR) PAGEREF _Toc31928517 \h 104.6.6LEGEND PAGEREF _Toc31928518 \h 104.6.7Union Infantry Tables PAGEREF _Toc31928519 \h 114.6.7.1Eastern Theatre PAGEREF _Toc31928520 \h 114.6.7.2Western Theatre PAGEREF _Toc31928521 \h 114.6.8Confederate Infantry Tables PAGEREF _Toc31928522 \h 114.6.8.1Eastern Theatre PAGEREF _Toc31928523 \h 114.6.8.2Western Theatre PAGEREF _Toc31928524 \h 124.7Cavalry Weapons PAGEREF _Toc31928525 \h 124.7.1Carbine (C) PAGEREF _Toc31928526 \h 124.7.2Breech-loading Carbine (BLC). PAGEREF _Toc31928527 \h 124.7.3Repeating Carbine (RC) PAGEREF _Toc31928528 \h 124.7.4Pistols (P) PAGEREF _Toc31928529 \h 124.7.5Sabres (S) PAGEREF _Toc31928530 \h 124.7.6Lance (L) PAGEREF _Toc31928531 \h 124.7.7Mixed firearms (MIX) PAGEREF _Toc31928532 \h 124.7.8LEGEND PAGEREF _Toc31928533 \h 124.7.9Union Cavalry PAGEREF _Toc31928534 \h 134.7.10Confederate Cavalry PAGEREF _Toc31928535 \h 134.8Gun Types Artillery PAGEREF _Toc31928536 \h 135Commander Profile Sheet (CPS) PAGEREF _Toc31928537 \h 155.1Status Table PAGEREF _Toc31928538 \h 155.2Rating Table PAGEREF _Toc31928539 \h 155.3Grading Table PAGEREF _Toc31928540 \h 155.4ISsue Orders Commander Modifiers PAGEREF _Toc31928541 \h 155.5My Definitions of Status and Grading PAGEREF _Toc31928542 \h 155.5.1Exceptional PAGEREF _Toc31928543 \h 155.5.2Bold PAGEREF _Toc31928544 \h 165.5.3Wary PAGEREF _Toc31928545 \h 165.5.4Rash PAGEREF _Toc31928546 \h 165.5.5Average PAGEREF _Toc31928547 \h 165.5.6Unreliable PAGEREF _Toc31928548 \h 165.5.7Dullard PAGEREF _Toc31928549 \h 165.5.8Civilian PAGEREF _Toc31928550 \h 165.6Basic Character Creation PAGEREF _Toc31928551 \h 165.6.1Character Origin Table. PAGEREF _Toc31928552 \h 165.6.2Character Trait Table (Circa 2006 - 2008) PAGEREF _Toc31928553 \h 185.7Occupation Table (Circa 2006). PAGEREF _Toc31928554 \h 196Terrain PAGEREF _Toc31928555 \h 206.1Random Terrain Tables PAGEREF _Toc31928556 \h 206.2General Note – Memory Jogger PAGEREF _Toc31928557 \h 216.2.1C - Coast or River Estuary PAGEREF _Toc31928558 \h 216.2.2F - Farmland PAGEREF _Toc31928559 \h 216.2.3H - Hill country PAGEREF _Toc31928560 \h 226.2.4M - Mountains PAGEREF _Toc31928561 \h 226.2.5P - Plains PAGEREF _Toc31928562 \h 226.2.6R – River Banks PAGEREF _Toc31928563 \h 226.2.7S - Swampland PAGEREF _Toc31928564 \h 236.2.8W- Wilderness PAGEREF _Toc31928565 \h 236.3DEPLOYMENT AND ORDERS Circa 1998. PAGEREF _Toc31928566 \h 236.3.1DEPLOYMENT. PAGEREF _Toc31928567 \h 236.3.2ARMY ORDERS. PAGEREF _Toc31928568 \h 246.3.2.1Withdraw order. PAGEREF _Toc31928569 \h 246.3.2.2Advance order. PAGEREF _Toc31928570 \h 246.3.3UNIT ORDERS. PAGEREF _Toc31928571 \h 256.4DEPLOYMENT AND ORDERS BY CARDS AND DICE [CIRCA 1990] PAGEREF _Toc31928572 \h 256.4.1DEFENCE PAGEREF _Toc31928573 \h 256.4.2ATTACK PAGEREF _Toc31928574 \h 276.5ORDER AND DEPLOYMENT CARDS. [Circa 1987 Version] PAGEREF _Toc31928575 \h 297BIBLIOGRAPHY. PAGEREF _Toc31928576 \h 31IntroductionFinally, after 50 years, I have taken the decision to actually consolidate all the mechanisms and tables that I have accumulated in solo wargaming ACW in that time. I hope it shows in a composite format how the mechanisms themselves have evolved with the passage of time and keep on doing so. I make no excuses for having taken ideas and rules from all over the place, and tweaking and swapping as I thought fit. I do, however, offer my sincerest thanks to all the rule writers out there, within and without the Solo Wargamers Association, who have both knowingly and unknowingly contributed to these rules. In construct they are designed primarily for use where the basic manoeuvre element is the regiment, a troop or a battery. They also have the capability of using brigades and divisions as their basic manoeuvre element but the amendments are required to achieve this. The raft of solo mechanisms who are ‘The Unseen Enemy’ can be ‘plugged’ into any rule set with a little ingenuity though they are primarily designed to operate with my own rules for use with 15mm figures so some adjustments may be needed.Essentially these mechanisms started their life way back in 1967 and what follows is what I have used since then, right or wrong. As a soloist I have always travelled my own road and these have always worked for me. The level of detail and complexity have been developed over the decades of research and gaming. This is probably the reason that my campaigns take so long to run but then fun and enjoyment has always been the name of the game. Graham L. Empson DATE \* MERGEFORMAT 26/08/2020UNION ARMYThe strength figures quoted below relate to the 1863 period of the war. If you are building up regiments, brigades etc. relating to historical forces then group the figure stands accordingly. When creating the forces for a historical battle the figure stands are grouped into Units reflecting the historical strength. Unless fighting a historical encounter utilize the tables below for randomised forces composition.Union Base Unit Data INFANTRY UNIT STRENGTHUNITTYPESTRENGTHRegimentGreen550RegimentSeasoned450RegimentVeteran400RegimentElite300Formation DataBrigadeRegiments4DivisionBrigades3CorpsDivision3ARTILLERY UNIT STRENGTHUNITTYPESTRENGTHBattery 6 Guns156Battery 4 Guns104Formation DataBrigadeBatteries6CorpsBrigades1ReserveBrigades0 – 4CAVALRY UNIT STRENGTHUNITTYPESTRENGTHRegimentGreen350RegimentVeteran250RegimentElite200Formation DataBrigadeRegiments4DivisionBrigades3CorpsDivisions3Union Composition TablesHaving established the basic Union army structure, the following tables permit the dice to construct an army removing any chance of unconscious bias creeping in. INFANTRY COMPOSITIONDIE ROLLCORPSNo of Corps.611D6 to decide1,524,3324INFANTRY COMPOSITIONDIE ROLLDIVISIONSNo Divisions per Corps121D6 per Corps to decide2,3,4,5364INFANTRY COMPOSITIONDIE ROLLBRIGADESNo Brigades per Division621D6 per Division to decide1,3,532,44INFANTRY COMPOSITIONDIE ROLLREGIMENTSNo Regiments per Brigade131D6 per Brigade to decide2,3,445,65ARTILLERY COMPOSITIONDIE ROLL4 GUN BATT6 GUN BATT1D6 per infantry Division1,6212,5223,423BATTERY GUN TYPEDIE ROLL4 GUN BATT6 GUN BATT1D6 per battery 1,64P6PP 10lb Parrot3,44N6NN 12lb Napoleon52P + 2H4P + 2HR 3” Rifle24R6RCAVALRY COMPOSITION DIE ROLLBRIGADES1D6 Brigades per Corps122,3,4,5364DIE ROLLBRIGADES1D6 Regiments per Brigade1,532,3,4465CONFEDERATE ARMYThe strength figures quoted below relate to the 1863 period of the war. If you are building up regiments, brigades etc. relating to historical forces then group the figure stands accordingly. When creating the forces for a historical battle the figure stands are grouped into Units reflecting the historical strength. Unless fighting a historical encounter utilize the tables below for randomised forces composition.Confederate Base Unit Data INFANTRY UNIT STRENGTHUNITTYPESTRENGTHRegimentGreen450RegimentSeasoned400RegimentVeteran350RegimentElite300Formation DataBrigadeRegiments4-6DivisionBrigades4CorpsDivision3ARTILLERY UNIT STRENGTHUNITTYPESTRENGTHBattery 6 Guns108Battery 4 Guns85Formation DataBattalionBatteries4 - 6Corps ReserveBattalions0 - 2Army ReserveBattalions0 - 4CAVALRY UNIT STRENGTHUNITTYPESTRENGTHRegimentGreen300RegimentVeteran200RegimentElite150Formation DataBrigadeRegiments4-6DivisionBrigades3-6Confederate Composition TablesAgain, these tables permit the construction of generic Confederate army and places control in the hands of the dice.INFANTRY COMPOSITIONDIE ROLLCORPSNo of Corps.2,611D6 to decide1,524,33DIE ROLLDIVISIONSNo Divisions per Corps121D6 per Corps to decide2,3,4,5364DIE ROLLBRIGADESNo Brigades per Division631D6 per Division1,3,542,45DIE ROLLREGIMENTSNo Regiments per Brigade1,641D6 per Brigade2,3,4556ARTILLERY COMPOSITIONDIE ROLL4 GUN BATT6 GUN BATT1D6 per infantry Division1,6302,5403,451GUN TYPEDIE ROLL4 GUN BATT6 GUN BATT1D6 per battery 1,64P6PP 10lb Parrot3,44N6NN 12lb Napoleon52P + 2H4N + 2H R 3” Rifle22P + 2R4P + 2RCAVALRY COMPOSITIONDIE ROLLBRIGADES1D6 Brigades per Division13243,455,66Troop Rating DefinitionsEliteA small number of regular US army regiments existed prior to the civil war and the number were added to as the conflict progressed. These fought on the Union side, but were heavily outnumbered by conscript and volunteer troops. Regulars are disciplined under fire and are less likely to become reckless in the heat of the action. Over the course of the conflict volunteer regiments, such as the Union Iron Brigade, Union Philadelphia Brigade, Confederate Louisiana Tigers and Confederate Hood’s Texas Brigade attained the status of elite. VeteranThese have seen many battles their enthusiasm has been depleted by repeated combat. They are the survivors and though stubborn in defence they are reluctant to expose themselves in attacks. The number of units classed as 'veteran' increased as the war progressed, and the units will always be small, representing the survivors of long campaigns.SeasonedThese troops have been in combat, can handle their weapons and are both confident and proficient. They are the most effective troop type. GreenThese are trained troops and are well drilled, often to a high standard, and are keen to see action, but as newcomers to the battlefield they are brittle. ?They will fire too quickly, aim badly, waste ammunition and have poor field craft. They are easily demoralized by the shock of combat can become reckless in the heat of battle. Troop ratingsThese table are constructed based upon the troop type classifications. Essentially the percentage chance of a given troop class existing defines the force composition with a 1D10 (DR) per unit.Year 1861 all theatresINFANTRYCAVALRYARTILLERYUNIONCONFEDUNIONCONFEDUNIONCONFED(DR)(DR)Rating(DR)(DR)Rating(DR)(DR)Rating0,1-Elite0-Elite0,1-Elite--Veteran--Veteran--Veteran20,1,2Seasoned10,1,2,3Seasoned2,30,1Seasoned3 – 93 - 9Green2 - 94 - 9Green4 – 92 - 9GreenYear 1862 all theatresINFANTRYCAVALRYARTILLERYUNIONCONFEDUNIONCONFEDUNIONCONFED(DR)(DR)Rating(DR)(DR)Rating(DR)(DR)Rating00Elite00,1Elite0,10,1Elite11,2Veteran12,3Veteran2,32,3,4Veteran2,3,43,4,5,6,7Seasoned2,3,44,5,6,7Seasoned4,5,65,6,7Seasoned5 – 98,9Green5 - 98,9Green7,8,98,9GreenMid-War 1863 all theatresINFANTRYCAVALRYARTILLERYUNIONCONFEDUNIONCONFEDUNIONCONFED(DR)(DR)Rating(DR)(DR)Rating(DR)(DR)Rating01,5Elite15,0Elite1,01Elite3,6,92,4,6,8Veteran0,31,4,6Veteran2,4,6,84,6,8Veteran2,4,73,5,9Seasoned2,4,5,62,3,7Seasoned3,5,72,3,5,0Seasoned1,5,87,0Green7,8,98,9Green97,9GreenYear 1864 all theatresINFANTRYCAVALRYARTILLERYUNIONCONFEDUNIONCONFEDUNIONCONFED(DR)(DR)Rating(DR)(DR)Rating(DR)(DR)Rating01,5Elite1,60,5Elite1,01Elite3,62,4,6,8Veteran0,31,4,6Veteran2,4,6,84,6,7,8Veteran2,4,73,5,9Seasoned2,4,52,3,7,8Seasoned3,5,72,3,5,0Seasoned1,5,8,97,0Green7,8,99Green99GreenYear 1865 all theatresINFANTRYCAVALRYARTILLERYUNIONCONFEDUNIONCONFEDUNIONCONFED(DR)(DR)Rating(DR)(DR)Rating(DR)(DR)Rating01,5Elite1,60,5Elite1,01Elite3,62,4,6,8Veteran0,31,4,6Veteran2,4,6,84,6,7,8Veteran2,4,73,5,9Seasoned2,4,52,3,7,8Seasoned3,5,72,3,5,0Seasoned1,5,8,97,0Green7,8,99Green99GreenInfantry WeaponsIt was quite common for a Civil War regiment to have several different types of firearm in use at any one time. For simplicity in my rules it is assumed that there is single type of weapon in use by each regiment. When the manoeuvre element is a brigade the weapons type is assumed to be average across the brigade. Smoothbore Muskets (SB)Muzzle-loading weapon without barrel rifling and fired by simple cap or even a flintlock mechanism. Although outranged by rifled muskets, smoothbores had the capability of being double-loaded or charged with 'buck n' ball' which could be advantageous at close range.Early Rifles (ER)All earlier or obsolete rifled weapons which includes converted muskets and a myriad of inferior models imported from Europe. Regiments can be classed as 'Early Rifles' if armed with a variety of smoothbore and these earlier rifle types.Rifle-musket (RM)Muzzle loading weapon with rifled barrel, most numerous being Springfield and Enfield, and fired by percussion cap. Breech-loading Rifle (BLR).Rifles such as the Sharps, and Burnside were single round breech-loading which allowed them to be fired and reloaded whilst lying down.Repeating Rifle (RR)Rifles such as the Henry or Spencer were also capable of firing multiple shots before reloading. They too could be reloaded and fired whilst lying down.LEGENDSB Smoothbore musketER Early rifleRM Rifled MusketBLR Breech Loading RifleRR Repeating RifleUnion Infantry TablesWeapon types can be assigned randomly using the following tables as required: -Roll 1D10.Eastern TheatreYEAR18611862186318641865DRWEAPONWEAPONWEAPONWEAPONWEAPON1SBRMRMRMRM2ERSBBLRRMRM3RMSBRMRMRM4SBERRMBLRRM5ERRMSBRMRM6RMRMERRRBLR7SBERRMBLRRM8ERRMRMERRR9RMRMERRMBLR0SBERRMRMRRWestern TheatreYEAR18611862186318641865DRWEAPONWEAPONWEAPONWEAPONWEAPON1SBRMRMRMRM2ERSBRMRMBLR3SBERRMBLRRM4RMSBERERRR5SBRMSBRMBLR6ERRMRMRMRR7SBRMRMRMRM8ERSBRMRMRM9SBERRMRMRM0RMRMERBLRRMConfederate Infantry TablesEastern TheatreYEAR18611862186318641865DRWEAPONWEAPONWEAPONWEAPONWEAPON1SBSBSBSBSB2ERERERERER3RMRMRMRMRM4SBSBBLRBLRBLR5ERERSBRMRM6RMRMRMRMRM7SBSBRMRMRM8ERRMRMRMRM9SBRMRMRMRM0ERRMRMRMRMWestern TheatreYEAR18611862186318641865DRWEAPONWEAPONWEAPONWEAPONWEAPON1SBSBSBSBSB2ERERERERER3RMRMRMRMRM4SBSBSBBLRBLR5ERERERERRM6RMRMRMRMRM7SBSBERRMRM8ERRMRMRMRM9SBSBRMRMRM0SBRMRMRMRMCavalry WeaponsCarbine (C)Short-barrelled cavalry firearm, handier to carry on horseback than an infantry rifle and useful for skirmishing.Breech-loading Carbine (BLC).Many Carbines, such as the Sharps and Burnside were breech-loading which allowed them to be more easily reloaded whilst mounted. These were in effect shorter barrelled versions of the rifles.Repeating Carbine (RC)Carbines such as the Henry or Spencer, which could be fired and reloaded lying down and were also capable of firing several shots before reloading.Pistols (P)Cavalrymen often preferred to fight with pistols when mounted, even if they also had sabres or lances. Sabres (S)Cavalry without firearms are classed as having Sabres only. Several Union regiments went to war armed only with Sabres in the first 18 months of the conflict.Lance (L)A few cavalry units, such as Rush's lancers, were armed with lance. Indian cavalry and irregulars in New Mexico might also carry lance. Lance-armed troops may also have another class of weapons such as pistols or carbines.Mixed firearms (MIX)The unit is armed with an assortment of pistols, carbines, and shotguns. This is typical of early war Confederate cavalry and some infantry from poorer States. Ad-hoc units of townsmen, or Indians who are mixing bow-and-arrows with firearms count as having MIX.LEGENDCCarbineBLCBreech Loading CarbineRCRepeating CarbinePPistolSSabre LLanceMIXPistol / Shotgun (Confederate)Union CavalryUse same rolls for all theatres. +1 to roll for a Regular unit.YEAR18611862186318641865DRWEAPONWEAPONWEAPONWEAPONWEAPON1CCCRCRC2PSRCBLCBLC3SPBLCRCRC4SBLCRCBLCBLC5CCBLCRCRC6PPRCRCRC7SSBLCBLCBLC8SBLCRCRCRC9BLCSBLCBLCBLC0PBLCBLCRCRCConfederate CavalryYEAR18611862186318641865DRWEAPONWEAPONWEAPONWEAPONWEAPON1CCCBLCBLC2PMIXMIXBLCBLC3MIXPBLCBLCBLC4PSMIXCC5SBLCBLCBLCBLC6CMIXBLCBLCBLC7PPBLCBLCBLC8MIXBLCBLCCC9SCBLCBLCBLC0CCCBLCBLCGun Types ArtilleryCommon Gun Types and Projectile RangesInches Gun typeCloseLong [Effective]Long [Max]Projectile Type ---------->>>CanisterSphericalHESolid6pdr Smoothbore4”12”18”24”12-pounder "Napoleon” Smoothbore6”18”24”30”10-12pdr Rifle6”24”36”36”20pdr Rifle 9”24”36”36”12pdr Howitzer 6”18”N/AN/AHeavy Mortar N/A 12”24”36”My Full Gun Type TableGun typeCanister Close Long EffectiveLong Max 6pdr Smoothbore12”18”24”12-pounder "Napoleon” Smoothbore18”24”40”3" Ordnance Rifle 186324”36”80”10pdr Parrott Rifle24”36”38”20pdr Parrott Rifle24”36”70”30pdr Parrott Rifle (S)24”36”44”12pdr Whitworth Rifle ++24”36”44”12pdr Armstrong Rifle24”36”44”12pdr James Rifle24”36”36”12pdr Blakely Rifle24”36”36”10pdr Wiard Rifle24”36”36”12pdr howitzer6”18”20”24pdr howitzer 6”21”24”32pdr howitzer6”21”30”12pdr mountain howitzer 6”18”18”Notes++ This weapon had a maximum range of 8 miles but without FOO and communications it was of no use.Ranges given for smoothbore guns relates to HE shellRanges for rifled guns is for HE and solid shellRanges for mortars or howitzers is for firing HE shell. Very large calibre guns have no extra effect when firing at troops in the field since field artillery have a much higher rate of fire as compensation. Commander Profile Sheet (CPS)Allocate characteristics to all commanders. To build this sheet requires throwing 1D10 three times, for each regimental, brigade, artillery battery, brigade, division, corps and army commander then reference each table below in turn. Status Table1D10 (DR) Status (F)(DR)Status(ISO)1,2,3,4Average25Exceptional36,7,8Average29Dullard10Civilian1Rating Table1D10 (DR) Character (R)(DR)Rating1324354,5,6,76879809Grading Table1D10 (DR)Grading (G)(DR)Grade(GM)1,0Rash03,8,9Wary25,6,7Bold12,4Unreliable1ISsue Orders Commander ModifiersDepending on the size of the force (army) being commanded and the status and grading of the commander the following table will allocate additional ISO points. Issue Orders (ISO) ModifiersLevelModificationCorps(F) = E +2, = A +1: (G) = B +2, = W +1Division(F) = E +2, = A +1: (G) = B +1, = W +1Brigade(F) = E +1: (G) = B +1My Definitions of Status and GradingExceptionalThis man could be a great commander. As a subordinate he can be trusted with complex orders and can often show initiative. Brave, intelligent and charismatic, his troops would follow him into hell. He will occasionally quibble when he thinks his plans are better than his commander's. BoldAn efficient commander just lacking that little something to make him exceptional. An excellent subordinate who often shows initiative and will normally follow orders if these are sensibly phrased.WaryAn effective commander but reluctant to take risks and takes excessive care with his plans. Stubborn in defence can be slow when offensive action is required and reluctant to expose his men to danger.Rash A bold leader of men who will exploit any enemy weakness but tends to attack first and think after. Inspires his troops, but needs to be kept under control or he may just try to win the battle on his own.AverageA good reliable soldier who can be trusted with straightforward orders, but who lacks drive and initiative. UnreliableMay be brave and charismatic, but his behaviour is erratic. He lacks tactical sense and his 'initiative' is prone to be foolhardy.DullardAble to lead a regiment effectively, but lacks experience and the initiative required for higher command. Civilian This man should not be in the army, he’s a political appointee not an officer. Possibly he was rich enough to raise his own regiment or has high powered political friends. Not a man to trust with complex or ambitious orders.Basic Character CreationBy way of a change I took the plunge and decided to try writing a narrative wargame. I was introduced to Mythic GME [Games Master Emulator] by my fellow VSW Robert Stewart in 2006 as an assist in creating the narrative. After many emails on the subject and loads of creative ideas I decided to have a go. I have used Mythic quite a few times now to introduce uncertainty into a wargame and found that it works very well. Like all mechanisms, if used to excess, it can produce some weird and unstable solutions or even the occasional repeat but as always you are the ultimate arbiter of what is reasonable and sensible. Having located a suitable time frame and location from my last ACW Campaign log the next task was to define the main characters. What I needed was the basic characteristics of each character and for them to be random within the setting of the ACW. Some time ago in collaboration with fellow Veteran Solo Wargamer Robert Stewart we created various tables to help in this process. Obviously, the tables themselves are not limited in use just to the writing of the narrative but can be used in wargaming campaigns, or even battles, to give character traits to leaders, heroes etc. just as way of adding a little more interest to your games and possibly influencing their actions and reactions during the course of play. As always what you put into your wargaming or leave out is SOLELY your decision rather like a winter stew you put in your choice of ingredients and season to taste. The following paragraphs relate to what tables I used and shows the simple mechanics on their use with small samples of their content. Character Origin Table. These tables were constructed based upon research that I did regarding the numbers of Union troops raised in the various states during the War. The first question really was whether they were first generation immigrants or their descendants so:Roll 1D8 to decide table:1 or 2 use UNION FOREIGN3 – 8 use UNION STATEMethod: Shuffle card deck (with jokers) and cut it.As a means of establishing the numbers of first-generation immigrants who entered the Union forces I first looked through my files on regiments raised and got:Foreign BornRegimentsGerman110Dutch1French1Irish39Mexican1Swedish4Norwegian4Scottish1Swiss4Welsh1Then I looked at the number of officers commissioned and country of birth and added this to the melting pot to arrive at something like this:CARDCOUNTRYADGermany2DEire3DEngland4DCanada5DItalyThe table contents could be disputed on any number of grounds but for me it is suitable for my purposes. For the troops raised by states table I used information accumulated in my researches. Based upon the number of enlistments recorded by state I worked out the percentages, and then determined the number of cards to be allocated as follows:STATETOTAL%AGECARDSTennessee31,0921.19%1Iowa76,2422.91%2Michigan87,3643.34%2Vermont33,2881.27%1New Hampshire33,9371.30%1Kentucky75,7602.89%1Indiana196,3637.50%4Wisconsin91,3273.49%2Illinois259,0929.90%5Maine70,1072.68%1Kansas20,1490.77%1Missouri109,1114.17%2West Virginia32,0681.22%1Ohio313,18011.96%6Minnesota24,0200.92%1New York448,85017.14%9Pennsylvania337,93612.91%7Connecticut55,8642.13%1Massachusetts146,7305.60%3New Jersey76,8142.93%1Delaware12,2840.47%0Maryland46,6381.78%1Rhode Island23,2360.89%1District of Columbia16,5340.63%0Note that some of the state’s contributions in percentage terms are very small. Since a card deck plus jokers is only 54 cards you end up in this case with two instances of zero. Again, there are problems regarding accuracy, foreign immigrants and so forth but it suits the purpose.A sample of the table follows:CARDSTATE ANYADNew York2DPennsylvania3DOhio4DIllinois5DIndiana6DMassachusetts7DMissouri As always it is relatively simple to construct additional tables. You can take the base statistics and, just as an example, split the states by theatre of operations on the premise, valid or otherwise, that the recruits are more likely to be attached to armies in that theatre. Character Trait Table (Circa 2006 - 2008)This table started out just to be a simple table posing the question ‘what characteristics / traits do you know / perceive?’ but then it just seemed to grow. It ended up as 416 entries in 8 columns. Thanks are due to my fellow VSW Robert Stewart for the many emails we exchanged and all the assistance. Thanks, are also due to my daughter Jennifer, a teacher of languages, for her vast knowledge of the origins of words and their meanings. All I did really was amalgamate all the responses into a tabular format. The table is really designed to provide the keywords it then becomes the user’s responsibility to expand them out and put some flesh on the character skeleton so to speak.We actually ended up with three variations to this table. First, a simple list in an Excel spreadsheet with algorithms to randomly pick three characteristics. Realising that we almost had enough for eight card decks minus jokers I produced an Excel spreadsheet that could be printed. It was based upon a deck of cards and a 1D8 with the traits listed vertically in eight columns. Finally, just for fun I did the same thing but the traits were listed horizontally. Before anyone asks, even though a trained statistician, I have no idea at all how this affects the randomness of the results but it works. Method for Spreadsheet: Press F9. Then just read the resultsALGO311143151934019ANSWER:TRAITSNeatCuriousSimple-mindedDutifulFortunateAnxiousScaredFrightenedCARDS5HJD4C2S6S3DAC5HMethod for printed copy: Shuffle card deck (with jokers) and deal out eight cards.Occupation Table (Circa 2006).Method: Shuffle card deck (with jokers) and cut it.This table was kept quite general really and has only 108 entries. It is really only a means of adding a little more depth, or history if you like, to the character and possibly influencing the characters reaction to events later.CARDOCCUPATIONDESCRIPTOR2HStevedore labourer who unloads and loads ships' cargoes3HBallast Heaver loaded ballast into the hold of empty ships4HMachinist machine operator5HAxle Tree Maker / Turner Made axles for coaches and wagons6HBoiler Maker, or Boilermaker made boilers, or general metalworker7HBoot Maker made boots TerrainIn an historical battle, research will have provided the necessary details of the expected terrain but for a fictitious battle you have to supply the information. If operating from a campaign map you will have some detail though it may be sparse. The following tables should allow you to fill in the detail.In a campaign you know which theatre of operations you are in and the state where it is set. Your map will show, at the very least, the main topographical features so transferring to the tabletop is just a matter of adding detail down to the appropriate level. As an example of how, with a little thought and adaptation you can extend the use of the tables consider the following. If you just have the urge to fight a battle on the tabletop then the first decision is where the battle is to be fought? To answer this, you could just pick a state or then again you could let a die decide. The table below will let a 1D10 die decide the state or region. This is then further refined to a general terrain type by rolling a 1D6. Each letter indicates a terrain type table to be consulted.1D101D61234561Maryland, PennsylvaniaFFFFWR2Kansas, Illinois, IndianaFFFFPR3Kentucky, TennesseeFFSPRM4N. Virginia, N. CarolinaFFFWRC5ShenandoahFFFWRM6West VirginiaFFMWRM7South CarolinaFFFSRC8GeorgiaFFFPSS9Mississippi, Alabama, Arkansas.FFSPRR0Louisiana, FloridaFFSSRCFor example, if a 1D10 roll results in 3 then we are in Kentucky or Tennessee. The subsequent 1D6 roll with result of a 4 would indicate we are using table P for plains.To make life easier let’s divide the wargame table into zones and populate each in turn. Now assuming the table is 6 ft x 4ft. If we make each zone 2ft square then we end up with six zones.135246Taking each zone in turn we consult the appropriate table and throw a 1D6 up to a maximum of four times sketching in each feature as dictated by the table. Each table has a set of basic notes specific to the terrain features it contains. These are merely an attempt to jog my memory and make me think and should not be interpreted as definitions. Below are more notes on features of a more general nature. As always add, detract, amend anything you don’t agree with since it is your solo battle and no one else’s.Random Terrain TablesBelow are my notes on features of a more general nature. You are free to add, subtract, or amend anything you don’t agree with since it is your solo battle and no one else’s.General Note – Memory JoggerEach table has a set of basic notes specific to the terrain features it contains. These are merely an attempt to jog my memory and make me think and should not be interpreted as definitions. “Wilderness”. Think forest with tangled undergrowth. “Road”. They come from somewhere and go to somewhere. Any road intersecting a stream or creek may well have a bridge or a ford.“Stream”. West of the Mississippi, in Texas or New Mexico these are likely to become dry watercourses during summer months.“Blank”. Assume unfenced farmland with crops, cleared forest, upland heath, and grassy plain or just open ground. “Hamlet”. Comprised of a number of buildings with at least a track running through it connecting it to a road, another Hamlet or table edge. “Building”. A single dwelling – could be an inn, church etc. connected by a track to a road or at roadside.“Woodland”. Hardwood forests are found in the north with more tropical ones in the south. Mountainous regions have broadleaf and pine.C - Coast or River Estuary 1D61st Roll2nd Roll3rd Roll4th Roll1 Sand DunesHamletFarmSand Dunes2 MudflatSand DunesMudflatWooded 3 RocksFieldSand DunesRising ground4 WoodedEndRising GroundBlank5 Rising groundEndEndField 6 Building EndEndEnd“Wetland”. Think in terms of a tidal salt marsh.“Swamp”. Think very boggy low ground periodically inundated by tidal water or even fed by streams. “Wooded”. Think group of trees that are likely to be stunted due to coastal proximity interspersed with gorse and bracken.“Rocks”. Tumble of rocks eroded by the tide and weather that could even be concealed by tidal high water.“Sand Dunes”. Think Dunes of soft sand rising up from the tide line.“Building”. Think of fisherman’s hut, refuge, or a boathouse.“Rising ground”. Think of a shallow slope rising to horizon.“Mudflat”. Think areas of soft mud interspersed with narrow waterways. F - Farmland1D61st Roll2nd Roll3rd Roll4th Roll1 FarmFieldFarmField2 Field PoolFieldWall 3 RiseFarmFarm Sunken lane4 WoodlandCopseCopseEnd5 WallWallEndEnd6 FieldEndEndEnd“Farm”. A building that will have at least one adjacent field.“Field”. An area with standing crops in summer that may be fenced or walled.“Woodland”. A group of trees. “Copse”. Managed woodland could include orchards that may well be fenced or walled. “Sunken lane”. A track way that is below surrounding ground. Has a wall or bank either side [think Fredericksburg]. Must connect to a road or table edge.“Rise”. Is ground that gently slopes upwards towards the horizon.“Wall”. Separates land from track or road. H - Hill country1D61st Roll2nd Roll3rd Roll4th Roll1 RocksRidgeEnd End 2 RidgeScrubEnd End 3 RavineEscarpmentEscarpmentEnd 4 ScrubWoodland StreamBuilding5 Precipice (Cliff)WaterfallRailroadFarm6 Woodland EndWoodlandFarm“Rocks”. A jumble of rocky outcrops and boulders [think Devil’s Den].“Ridge”. A narrow elevated plateau crossing the landscape with steep slopes on both sides.“Ravine”. A deep steep sided gorge with a possible watercourse at bottom. “Escarpment”. A continuous elevation with steep incline on one side with a gentler slope on the other. “Scrub”. Think tangle of gorse, briars, ivy etc. with rocks thrown in.“Precipice”. Sheer or almost vertical cliff face.“Stream”. A narrow watercourse and fast flowing.“Woodland”. Implies wooded hillsides with few if any tracks. “Waterfall”. A watercourse tumbling down steep rock face. [Not Niagara Falls it won’t fit on the table].M - Mountains1D61st Roll2nd Roll3rd Roll4th Roll1 PeakStreamEndFarm2 RidgeScreeStreamBuilding3 TrackScrubTrackWoodland4 RidgeRavinePrecipice Clearing5OutcropWaterfallEndPrecipice6 RavineEndEndEnd "Outcrop". A jagged tangle of rocks higher than immediate surroundings.“Peak”. Highest point of a mountain being steep and impassable. “Track”. A pathway but it is not usable by any wheeled transport.“Clearing”. Gently sloping meadow so think alpine meadow. P - Plains1D61st Roll2nd Roll3rd Roll4th Roll1 HillOutcropBuildingPool 2 HillPoolFarmField3 RiseRavineBuildingTrack4WoodScrubBlankEnd5 BlankBlankEndEnd6EndEndEndBlank“Hill”. Ground significantly higher than surrounding area and not Everest but much smaller.“Outcrop”. Ground strewn with large boulders and rocks.“Wood”. Large copse of trees.“Scrub”. Area of ground consisting of tangled gorse, briar, vines etc. “Pool”. Body of water fed by underground spring.“Track”. Clearly visible and usable by wheeled transport that must come from somewhere and go somewhere.R – River Banks1D61st Roll2nd Roll3rd Roll4th Roll1 Gorge SwampBlank Building2 StreamEnd End Farm3 Flood plainStreamDitchDitch4 WoodedWoodedEndBuilding5 CreekCliff / Bluff Fence lineBlank6 EndEndBlankSwamp“Gorge”. Is very steep and rocky both sides with deep fast flowing water.“Swamp”. Flat boggy ground that is periodically inundated by the river floodwater. “Flood plain”. A flat area of land that is immediately adjacent to the river. Usually has a further bank along its edge.“Stream”. A small shallow watercourse emptying into river.“Creek”. A deeper and wider watercourse emptying in to river.“Ditch”. Man made watercourse to drain surrounding land.“Cliff / Bluff”. Steep rock face up to a plateau on one side. S - Swampland 1 SwampSwampBuildingBuilding2 MudflatSwamp SwampFarm3 SwampMudflatWatercourseMudflat4 WoodlandWoodlandEnd Building5Watercourse Field FieldEnd 6 ScrubEnd EndEnd “Woodland”. Think Mangrove trees and tangled undergrowth with water.“Watercourse”. A channel of clearer waters meandering to somewhere or nowhere.“Field”. Areas of higher ground dry enough to grow crops.W- Wilderness1D61st Roll2nd Roll3rd Roll4th Roll1 ScrubClearingStream Farm2 StreamScrubPool Building 3TrackBuildingEnd Scrub4 ForestScrubField Clearing5ScrubClearingCreek Scrub6ClearingEndEnd End“Scrub”. Think of a tangled mass of undergrowth with some trees but no clear way through.“Clearing”. An area of ground cleared of undergrowth.“Forest”. Trees in a dense mass with resultant light loss etc.“Stream”. Think of a shallow watercourse that will empty into river.“Creek”. Think of a deeper watercourse emptying in to river.“Building”. Think of an individual Tavern, Church etc. By a roadside or track.DEPLOYMENT AND ORDERS Circa 1998.I have generated various systems over the decades relating to deployment of forces and the issuance of orders. They are designed as an integral part to my rules but have been utilised quite readily into independent tables. DEPLOYMENT.Given sufficient time we can all make what we consider to be ideal dispositions but time, weather, and terrain are not always on our side. The following attempts to randomise the battle line of both sides. Example CPS [See section 5 for creation]Commander Name. CorpsDivisionBrigadeRegtFGRMajor-General Sykes5th---A17Brigadier-General Barnes5th1st--E18Colonel Tilton5th1st1st-A25Colonel Sweitzer5th1st2nd-A13Colonel Vincent5th1st3rd-A07Colonel Joshua Chamberlain5th1st3rd20th MaineE26Lieut.-Col. Norval E. Welch5th1st3rd16th MichiganA14Col. James C. Rice5th1st3rd44th New YorkA05Capt. Orpheus S. Woodward5th1st3rd83rd Pennsylvania D03Taking an appropriate card for each unit [suit is immaterial] in an army, using the following criteria: -TYPECARDCavalryA, 2, 3Infantry4,5,6,7,8,9Artillery10,J,Q,K Shuffle these cards well then deal them out each in turn from left to right across the table. Now assign the troop rated units to these positions. This can of course lead to some very peculiar deployments.To allow for some rectification and dependent upon on a commander’s rating you get to switch some around with the following mechanism. Example Deployment:Artillery 1Cavalry 1Infantry 1Cavalry 2Infantry 2Infantry 3Infantry 4Artillery 2Infantry 5Roll 1D10 and compare the result (DR) to column R in the Commanders Profile Sheet (CPS).DR : Column R of CPSIf Column F of CPS = EIf Column F of CPS = AIf Column F of CPS = PDR < Column R2 switches1 switchNo switchDR => Column R3 switches2 switches1 switchExample.Colonel Vincent. Roll 1D10 gives DR of 8. Column R of CPS is 7. DR > CPS, Column F = A.So, two switches are allowed. So, I switch ‘Artillery 1’ with ‘Cavalry 2’ and ‘Artillery 2’ with ‘Infantry 2’.I end up with the following which if not ideal is somewhat better. Cavalry 2Cavalry 1Infantry 1Artillery 1Artillery 2Infantry 3Infantry 4Infantry 2Infantry 5ARMY ORDERS. Sort out a single red suit and shuffle it well. Cut the deck and turnover a single card. CARDORDERPercentageAceArmy commences to withdraw8NumberArmy is to advance69PictureArmy will hold position23Withdraw order. Draw no unit order cards. This is an unstoppable action. So now watch the enemy smash into your rear.Advance order.Two game moves before any unit orders are drawn.Calculate Reserve Percentage (RP) using CPS columns R, F and G. Roll 1D10 (DR) then use the following table to determine reserve. DR : Column R of CPSColumn F of CPS = EColumn F of CPS = ADR < Column RRP = 10 x ((R+G)-(DR+1)) RP = 10 x ((R+G)-DR) DR = Column RRP = 50RP = 30DR > Column RRP = 10 x ((DR+G)-R)RP = 10 x ((DR+G)-(R+1))Example.Major-General Sykes. Rolls 1D10 gets DR of 5. The DR < Column R. Column F = ACalculation will be RP = 10 x ((R+G)-DR)With R = 7, G = 1, DR = 5 this gives RP = 10 x ((7+1)-5); RP = 10 x 3 ; RP = 30 Hold Order. Draw no unit order cards. When an enemy is close (say 4 inches) roll 1D10 (DR) and use the following table to determine each affected commander’s reaction by reference to CPS: -R of CPS : DRReaction Column F = EReaction Column F = AColumn R <= DRChange formation to supported lineJust wait for contactColumn R > DRChange formation to line of battle and Counter attack.Change to line of battle and await contact.UNIT ORDERS.From the full deck of cards draw a card for each regiment of infantry, each regiment of cavalry or each gun section.CARDACTIONAceWithdraw one full moveNumber Black OddAdvance one full move, Change formationNumber Red OddAdvance one full moveNumber Black EvenAdvance 1/2 full moveNumber Red EvenAdvance 1/4 full movePictureHold PositionEach regiment must attempt to carry out the orders issued by referring to the ‘Movement Table’ in the rules.DEPLOYMENT AND ORDERS BY CARDS AND DICE [CIRCA 1990]To obtain an order and deployment for each army take the plan deck and shuffle them.DEFENCEForm defensive line. Await enemy assaultUse artillery:Counter batterySupport.Cavalry guard both flanks.Counter attack upon opportunityRoll 1D10 and deploy1D10 X 2 reserve of force %RollLeft Cent Right1304030240303033030404353035535353063035357255025825255095025250333433Form defensive line. Entrench where possible. Hold position at all hazard. Artillery as support. Cavalry as mobile reserve.Roll 1D10 and deploy1D10 X 2 reserve of force %RollLeft CentRight1353035235353033035354353035535353063035357403030830403093030400255025Form defensive line. Artillery as defensive supportRight and Centre counter attackCavalry guard both flanks.Roll 1D10 and deploy1D10 X 2 reserve of force %RollLeft Cent Right1254530230353533030404304030530403062530457254530830353592045350203545Form a defensive lineArtillery for counter batteryRight to counter attackCavalry guard flanksRoll 1D10 and deploy1D10 X 2 reserve of force %Roll Left Cent Right1253045225255032025554202060530304062535407253045820305093040350203545Form defensive line. Artillery as defensive supportLeft and Center counter attackCavalry guard both flanks.Counter attack upon opportunityRoll 1D10 and deploy1D10 X 2 reserve of force %Roll Left Cent Right1304525235353034030304304030530403064530257304525835353093545200453520Form a defensive lineAwait enemy assaultArtillery counter battery and supportCavalry guard both flanksCounter attack if opportunityRoll 1D10 and deploy1D10 X 2 reserve of force %RollLeft Cent Right1254530230353533030404304030530403062530457254530830353592045350203545Form a defensive lineArtillery for counter batteryLeft to counter attackCavalry guard flanksRoll 1D10 and deploy1D10 X 2 reserve of force %Roll Left Cent Right1254530230353533030404304030530403062530457254530830353592045350203545Form defensive line. Artillery as defensive supportRight and Left counter attackCavalry guard and counter attack both flanks.Roll 1D10 and deploy1D10 X 3 reserve of force %Roll Left Cent Right1254530230353533030404304030530403062530457254530830353592045350203545ATTACKForm attack line.General advance after bombardment. Cavalry guard both flanks.Roll 1D10 and deploy1D10 X 3 reserve of force %Roll Left Cent Right1304030240303033030404353035535353063035357254530830353592045350203545Form attack line. Left and Center advances Artillery support.Right to advance and protect flank Cavalry will exploit Breakthrough.Roll 1D10 and deploy1D10 X 3 reserve of force %Roll Left Cent Right1404020235353033030404353035535353063035357404020835353093030400203545Form attack line. Right and Centre advances Artillery support.Left to advance and protect flank Cavalry will exploit Breakthrough.Roll 1D10 and deploy1D10 X 2 reserve of force %Roll Left Cent Right1204040230353534030304353035530353563535307204040830353594030300453520Form attack line. Left will attack after Artillery bombardment.Cavalry advance and protect flank Right and Center advance in support.Artillery to support.Roll 1D10 and deploy1D10 X 2 reserve of force %Roll Left Cent Right1404020235303534510454404020535303564510457403030845302594525300353530Form attack line. Right will attack after Artillery bombardment.Cavalry advance and protect flank Left and Center advance in support.Artillery to support.Roll 1D10 and deploy1D10 X 2 reserve of force %Roll Left Cent Right1204040235303534510454204040535303564510457303040825304593025450303535Form attack line. Left and Right advance with artillery support.Centre to hold Cavalry retained as support Roll 1D10 and deploy1D10 X 2 reserve of force %Roll Left Cent Right1402040235303534510454303535535303563035357403030840204093530350451045Form attack line.General advance after bombardment. Cavalry guard both flanks.Roll 1D10 and deploy1D10 X 2 reserve of force %Roll Left Cent Right1304030240303033030404353035535353063035357254530830353592045350203545Form attack line.Artillery Bombardment. Cavalry attack both flanks.Infantry General advance in supportRoll 1D10 and deploy1D10 X 2 reserve of force %Roll Left Cent Right1304030240303033030404353035535353063035357254530830353592045350203545ORDER AND DEPLOYMENT CARDS. [Circa 1987 Version]Orders and deployment percentages are written on index cards.Which set of deployment figures are used is decided by a 1D6 die roll. Shuffle the cards and deal yourself the top one.You now know your overall orders. Roll a 1D6 and your deployment is decided, place your units. Repeat for the enemy. ORDERS 1ORDERS 2Form defensive line.Entrench where possible.Hold position at all hazard.Artillery will support.Cavalry to act as mobile reserve.Form defensive line.Await enemy assault.Use artillery for counter battery and support.Cavalry guard both flanks.Counter attack upon opportunity.RollLCRRollLCRRollLCRRollLCR1353035435 35301304030435303523530355303535240303053535303353530630353533030406303535ORDERS 3ORDERS 4Form attack line. General advance to follow bombardment.Cavalry guard both flanks.Form attack line. Left and Centre advance with artillery support.Right to advance and protect flank.Cavalry will exploit breakthrough.RollLCRRollLCRRollLCRRollLCR1304030435 303514040204353035240303053535302353530535353033030 40630353533030406303040ORDERS 5ORDERS 6Form attack line.Left will attack after Artillery bombardment.Cavalry advance to protect flank.Right and centre will advance in support.Artillery to support.Form attack line. Left and right advance with artillery support.Centre to hold.Cavalry will be retained as support.RollLCRRollLCRRollLCRRollLCR1404020440 40201402040440204023535305353530235303553530353303040630304034510456451045ORDERS 7ORDERS 8Form defensive line.Artillery as defensive support. Right and centre counter attack.Cavalry guard both flanks.Counter attack upon opportunity.Form defensive line.Artillery support and counter battery.Cavalry seek flank opening.Counter attack on all occasionsSupport Cavalry upon breakthrough.RollLCRRollLCRRollLCRRollLCR1254530430 40301304030435303523035355304030235303553040303303040625304534020406255025ORDERS 9ORDERS 10Form attack line.Artillery bombardment and counter battery.Right and left attack after bombardment.Cavalry to exploit any breakthrough.Form attack line.Artillery support and counter battery.Cavalry seek flank opening.Centre attack. Right and left will support.RollLCRRollLCRRollLCRRollLCR140204043540251206020425502523530355403030230403053040303254035645104532550256108010ORDERS 11ORDERS 12Form defensive line.Artillery as defensive support. Right and centre hold at all hazard.Cavalry guard both flanks.Left counter attack on opportunityForm defensive line.Artillery support and counter battery.Cavalry held in reserve.RollLCRRollLCRRollLCRRollLCR1453025445 30251304030435303525025255502525235303553040303403030640303034020406255025ORDERS 13ORDERS 14Form defensive line.Artillery in direct infantry support.Left and centre counter attack.Cavalry guard flanks.Form defensive line.Artillery held as reserve for counter batteryCavalry seek flank opening.Hold positions no counter attacksRollLCRRollLCRRollLCRRollLCR1254530430 40301304030435303523035355304030235303553040303303040625304534020406255025BIBLIOGRAPHY.AUTHORTITLEPUBLISHERISBNADDITIONALBattles and Leaders of the Civil War4 Volumes, Castle BooksISBN 0-89009-569-8 reprint New York.The Southern Historical Society PapersCD-ROM Guild Press of IndianaVersion 1.55The War Of The Rebellion – CompilationCD-ROM Guild Press of IndianaVersion 1.55Arnold, James R.The Armies of U.S. GrantArms and Armour PressISBN 1-85409-177-8A Cassell Imprint 1995Asquith, StewartThe Partizan Press Guide to Solo Wargaming Partizan PressISBN 1-85818-548-3 Asquith, StuartGuide to Solo Wargaming. Argus Books 1988ISBN 0-85242-934-7Blake, MichealAmerican Civil War InfantryAlmark Publishing Co. Ltd (1970)ISBN 0-85524-014-8Coddington, Edwin B.The Gettysburg Campaign. A Study in CommandNew York 1968Coggins, JackArms and Equipment of the Civil WarDoubleday New York 1962Featherstone, Donald Solo WargamingKayle and Ward 1973, Donald War GamesPublished by Stanley Paul 1962, ShelbyThe Civil War: A Narrative 3 VolumesPimilco Edition London 1992Fox, William FRegimental losses in the American Civil WarMorningside Press, Dayton Ohio Reprint 1985ISBN 0-306-80393-3Fuller, Maj. Gen. J.F.C Decisive Battles of the United StatesHutchinson & Co. Ltd, 1942Fuller, Maj. Gen. J.F.CDecisive Battles of the Western World Volume ThreeSpa Books Ltd, 1994ISBN 0-907590-47-0Goldsworthy, AdrianThe Complete Roman ArmyThames and Hudson 2003ISBN 0-500-05124-0Grant, Ulysses SThe Personal Memoirs ofKonecky & Konecky, New York 1992ISBN 0-914427-67-9Griffith, PaddyBattle in the Civil War: General-ship and Tactics in America 1861-65Field Books 1986ISBN 1869871006.Illustrated by Peter Dennis. Griffith, PaddyBattle Tactics of the American Civil WarCrowood Press 1987ISBN 0946284482 A new edition published 1996 ISBN 1861260075 Paperback 2001 ISBN 1861264607.Griffith, PaddyForward into BattleCrowood PressHarwell, Richard BConfederate ReaderDover PublicationsISBN 0-880-29757-3Harwell, Richard BThe Union ReaderDover PublicationsISBN 0-486-29145-6 Hess, Earl J. Field Armies and Fortifications in the Civil War: The Eastern Campaigns, 1861-1864 (Civil War America)The University of North Carolina Press 2005ISBN 0807829315Hess, Earl J. Trench Warfare Under Grant and Lee: Field Fortifications in the Overland Campaign (Civil War America).The University of North Carolina Press 2007ISBN 0807831549Johnston, General Joseph E.Narrative of Military Operations During the Civil WarDa Capo Press New York 1990ISBN 0-306-80393-3 Republication of 1874 edition with Introduction and index supplemented by Frank E. Vandiver, with the permission of Indiana University Press.Katcher, PhilipThe Army of Robert E. LeeArms and Armour PressISBN 1-85409-174-3A Cassell Imprint 1994Katcher, PhillipGreat Gambles of the Civil WarArms and Armour PressISBN 1854093088 Lendy, Captain A. FElements of Fortification: Field and Permanent for the use of Students, Civilian and MilitaryJohn Parker and Son 1857, LloydSherman Fighting Prophet. 1932Reprinted by Konecky & KoneckyISBN 0914427784Liddell Hart, Sir Basil HenrySherman Soldier. Realist. AmericanDa Capo Press New York 1993ISBN 0-306-80507-3Republication of Dodd, Mead & Co., Inc New York edition 1929Livermore, Thomas L.Numbers & Losses in the Civil War in America 1861-65Indiana University Press, 1957. Mahan, Dennis HartAn Elementary Course of Military Engineering Part 1 John Wiley & Son 1870]McPherson, James M.Battle Cry Of FreedomOxford University Press 1989ISBN 0345359429Nofti, Albert AGettysburg CampaignNew York 1986ISBN 0938289837Porter, HoraceCampaigning With GrantSmithmark Publishing (reprint)ISBN 083171333XPriest, GrahamThe History of the BayonetSmall Arms School Corps Journal 2005Quimby, Robert SBackground of Napoleonic WarfareColumbia University Press (1957)Reid, Brian HoldenThe Civil WarCassell 1999ISBN 0-304-36364-2 Scheibert, JustusSeven Months in the Rebel States During the North American War, 18631867Reprinted by University of Alabama Press 2009 uapress.ua.eduSherman, William TFrom Atlanta to the SeaFolio Society London 1961Swinton, WilliamDecisive Battles of the Civil WarPromontory Press 1986. New YorkISBN 0-88394-064-7Warner, Ezra JGenerals in BlueLouisiana State University Press Baton Rouge 1984ISBN 0-8071-0882-7Warner, Ezra JGenerals in GrayLouisiana State University Press Baton Rouge 1983ISBN 0-8071-0823-5Webster, GrahamThe Roman Imperial ArmyA and C Black London 1962ISBN 713609346 ................
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