Shiloh Grant's Trail in the West

37
TM r• TRIAL IN THE WEST w :ft Its 48K ATA Home Computers

description

Shiloh Grant's Trail in the West computer game manual, SSI

Transcript of Shiloh Grant's Trail in the West

Page 1: Shiloh Grant's Trail in the West

TM

r••TRIAL IN THE WEST

w :ft

Its 48K ATAHome

Computers

Page 2: Shiloh Grant's Trail in the West

• -

CONFED JACKSON IHF neg MENDS , N AMMO4 MEL O N FT C 8 EFT,GNORMAL OF9 4D”.WOODS/ROAD - 144 1 8'HO PLOT

7t33

654

...,cowto JACKSM INF en MEN 812Ds .; 4MMQ-4 MEL !4 FT . ,7/G 3,.-= _169( 91F DUN 654

, 1448 NO PLOT

44-18 e reVI IStttt

MIER (P)AGE 812(T) REMOyES UNITS

SiFIDPHASE 2 (SPACE) GETS UNIT 54HURCN (2) X.V,10 8

Strategic map allows you to see an overallview of the battlefield.

lauleai VICW USIng 1W116 111Sleaa of syitibols.

20 16685 03 06

SHILOH ATAR

Until April 6, 1862, General Grant's ascendency in the Union Armyhad been relatively uneventful. The few battles he directed had beenwon without much test of his mettle. But on the dawn of that fatefulSunday, he found the 45,000 men under his command pressed againstthe Tennessee River at Pittsburg Landing, caught in a surprise attackby Confederate General Johnston and his Army of the Mississippi.

Thus began the Battle of Shiloh, two murderous days that wouldbe Grant's first real trial hi, fire.

FOR ALL CIVIL WAR FANSThis superb simulation contains three games

that are designed to challenge all Civil War fans— regardless of wargaming experience.

The Introductory Game uses simplified rulesand options and easy-to-use joystick control tolet the novice player jump right into the action.

The Intermediate Game serves as a steppingstone to the Advanced Game, where complexdecisions and intricate rules create an incrediblydetailed and realistic simulation that will satisfyeven the most veteran of wargamers.

AWARD WINNING GAME SYSTEMThis game uses an improved version of the

critically acclaimed game system first seen inSSI's GETTYSBURG: The Turning Point." TheBattle of Shiloh is faithfully re-created in 15turns. All brigades historically present at thebattle are included, as are the Federal gunboatsLexington and Tyler. The 30x30 square-gridbattlefield (also provided as a 4-color mapcard)accurately reflects the terrain around Shiloh.

A significant refinement is the ability to switchbetween a strategic and tactical display anytimeduring play. Another is the inclusion of specialmorale rules for "green," untried troops.

Generals Grant and Johnston actually appearin the game as army/corps commanders. Theycan be injured — or killed (as Johnston was in

the real battle).During solitaire play, the computer can

direct either or both sides.

HISTORY REPEATED OR REVISED?The Battle of Shiloh was a see-saw affair that

could easily have been a Union defeat or victory.Now, you determine the outcome of Grant's

fearsome trial — and his destiny.

Screen displays shownare from the AppleDisplays from othercomputer(s) may vary.Apple is a registeredtrademark of Apple

Computer, Inc.

MADE IN U.S.A.

1

Page 3: Shiloh Grant's Trail in the West

GRANT'S TRIAL IN THE WEST

STRATEGIC SIMULATIONS, INC.

Page 4: Shiloh Grant's Trail in the West

Recove ry from disruption is based on com-mand control and whether or not a unit is inan enemy ZOC.

COMMAND CONTROLNO

ENEMY ZOCIN

ENEMY ZOC

.5 35% 17%k%

.6 40% 20%

.7 4596 2296

.8 5096 2596

.9 .5596 27%1.0 60% 30961.1 6596 32%1.2 70% 35%1.3 7590% 37%1.4 80% 40%1.5 85% 42%

STRATEGIC SMULATiot*S. INC

A unit has a chance of being disrupted based on the number of men in the unit and its number ofcasualties. The chart below gives some examples: -

CHANCE CHANCE CHANCE CHANCE CHANCE CHANCEMEN NO CHANCE WITH WITH WITH WITH WITH WITH

IN UNIT OF DISRUPTION 20 LOSSES 40 LOSSES S0 LOSSES 40 LOSSES 100 LOSSES 120 LOSSES

5UO less Than 7 losses 1l 37': 42ik. 58% 711% 100.96

1000 less than €5 losses 6 21 37 531500 less than 19 losses 1 ! r 12 48 t,3 ICI()2000 less than 26 losses 0 12 27 43 58 100 •

RANCCE IN SQUARF-SWEAPON TYPE ARBREV. i E 1 4 .6 7" 4T I1"I5

Musket MS1< 5 0 0 0 0 0Rifle RFL 4 2 0 0 0 0Rifle/Musket RIM 3 I 0 0 0 0Rifle/ R/H 5 2 0 0 0 0

Henry Repeater

Rifles/Carbines R/C 4 I 0 0 0 0Carbines CRB 4 I 0 0 0 0Shotgun SHO 4 0 0 0 0 0Pistol PST 2 0 0 0 0 0it lb. Napoleons NAP 14 4 2 1 0 010 lb. Parrott P 10 8 5 4 2 I 012 lb. Howitzer H12 16 2 2 1 0 06 lb. Smooth Bore SM6 8 2 2 1 0 0James Rifle JRG 8 5 4 2 1 0Siege Gun 524 18 6 4 2 2 132 lb. Smooth Bore NG8 20 3 1 1 1 I

8 in. Dahlgren

The number under the range column corre-sponding to the proper weapon type is thenumber of men suffered as r:atival^ies per 100men firing for small arms and pit one gun forthe artillery. The casualties derive) here arefurther modified by various strength/casualtyvalues.

QUESTIONS OR PROBLEMS? Call ifyou have preshlemswith yourdisk orOur main business telephone number is need a clarification of the game(415) 964-1353. and/or rules.

We also have a Technical Support Hotline Both numbers can he called eve ry weekday,number: (415) 964- 1200, which you can 9 to 5 Pacific Time,

Page 5: Shiloh Grant's Trail in the West

LIMITED WARRANTYStrategic Simulations, Inc. ("SSI'') warrants that the diskette on which the enclosedprogram is recorded will be free from defects in materials and workmanship for aperiod of 30 days from the date of purchase. If within 30 days of purchase the disk-ette proves defective in any , way, you may return it to Strategic Simulations, Inc., 1046N. Rengstodf Ave., Mountain View, CA 94043 and SS/ will replace it free of charge.In addition, 11 the diskette proves defective at any time after the first 30 days, returnthe diskette to SSI and SSI will replace it for a charge of $10.00. Please allow aboutfour weeks for delivery.

531 MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECTTO THE SO FTWARE PROGRAM RECORDED ON THE DISKETTE OR THE GAMEDESCRIBED IN THIS RULE BOOK, THEIR QUALI TY, PERFORMANCE, MER-CHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAMAND GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR QUALITY ANDPERFORMANCE lS WITH THE BUYER. IN NO EVENT WILL 551 BE LIABLE FORDIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTINGFROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF 551 HAS BEEN AD-VISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOWTHE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR

I NCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OREXCLUSION MAY NOT APPLY TO YOU.)

The enclosed software program and this Rule Book are copyrighted. All rights arereserved. This Rule Book may not be copied, photographed, reproduced. or translatedor reduced to any electrical medium or machine-readable form, in whole or in part,without prior written consent from SS I. The program accompanying this Rule Bookmay be copied, by the original purchaser only, as necessary for use on the computerfor which it was purchased.

1987 by Strategic Simulations, Inc. All Rights Rese rved.

If you are unable to make a backup copy of your disk (most of our games have someform of copy-protection), you may purchase a backup disk from SSI for $10 plus$2 for shipping and handling. California residents, add applicable sales tax.

What to do if you have a defective diskEach of our games undergoes extensive piaytesting prior to its release. Through thisprocess we hope to uncover, and correct, any errors in programming. However, dueto the complex nature of our simulations, some program errors may go undetecteduntil after publication. In addition to errors in the program. there are occasionallyproblems with the disk itself. We experience the industry standard of approximatelya 3 to 5% failure rate of duplicated disks. Before assuming that a disk is defective,make sure to check your disk drive. Up to 95% of the disks returned to us as defectivewill run fine on our computer systems. Often lhe problem is with a disk drive that needsservicing for alignment. speed. or cleaning.

Should you have a defective disk, please return the disk only (keep all other parts ofthe game} to our Customer Support Department, along with a note describing theproblem you have encountered. A replacement disk will be provided upon our receiptof the defective disk.

Should you uncover an error in the program, return both your game disk and any ''savegame" disks to our Customer Support Department. Please enclose a description ofwhat was taking place in the game when the error occurred. Upon correction of theprogram error, we will return an updated disk to you.

Always make sure to include your name, address, and daytime telephone numberwith any correspondence. We will do our Pest to see that any problems are correctedas soon as possible.

AP P version: Produced using copyrighted software products of Einstein Corporation.ATARI' version: Produced using copyrighted software products of Monarch Data Systems.

C-W version: This program was compiled using Insra-Speed, a product of Microsci Corp., Santa Ma, CA.

Title Screen Animation Routines Courtesy of Electronic Arts — Movie Make, Copyright 1982by Interactive Picture Systems and Electronic Arts, respectively.

TABLE OF CONTENTS

QUICK START RULES FOR THE BASIC GAME .... 11.0 ST - 12.0 OPERATION PHASE ............................................... 33.0 THE JOYSTICK ......................................................... 64.0 COMBAT PHASES ................................................... 105.0 FATIGUE/EFFICIENCY .......................................... .116.0 REINFORCEMENTS ................................................ .117.0 END OF THE DAY PHASE ..................................... 118.0 HOW TO WIN... ........................................................ 11

INTERMEDIATE ADVANCED GAME RULES ...121.0 INTRODUCTION ................................................... 122.0 SET UP ..................................................................... 143.0 SEQUENCE OF PLAY ............................................ 164.0 COMMAND CONTROL ....................................... 165.0 RECOVERY/RALLY PHASE ............................... 176.0 REINFORCEMENT PHASE ................................ 177.0 OPERATION PHASE ............................................. 188.0 COMBAT PHASES ................................................. 239.0 MID-TURN RECOVERY PHASE ......................... 25

10.0 END-OF-DAY PHASE ........................................... 2511.0 VICTORY DETERMINATION PHASE ............... 2612.0 STRATEGY AND TACTICS .................................. 26

COMMAND CONTROL EXAMPLES ......................... 29CONFEDERATE ORDER OF BATTLE ........................ 31UNION ORDER OF BATTLE ........................................ 32TABLES ............................................................................ 34

CONFEDERATE ORGANIZATIONAL CHART ....... 38UNION ORGANIZATIONAL CHART ....................... 39HISTORICAL MAPS ...................................................... 40

SHILOH: Amateur Night in Tennessee ............................ 45

Page 6: Shiloh Grant's Trail in the West

QUICK START RULES FORTHE BASIC GAME

1.0 START UPThese rules allow the player to quickly getinto a simple and straightforward gamewith a minimum of rules reading. Thoseof you who wish more complexity andrealism are invited to play the INTERME-DIATE and ADVANCED games.

1.1 Starting the Game (C-64)To begin the game, insert the game diskand type LOAD "*",8 and press RETURN.When READY appears, type RUN andpress RETURN.

If using a joystick, connect it to port 2,

1.2 Starting the Game (Atari)Remove all cartridges from your com-puter. Boot-up the front side of the disk(800 XL and 130 XE owners will have tohold down the OPTION key when theyturn on their computer to boot). After se-lecting the starting values for your game,you will be instructed to insert the GameSide of your disk.

If using a joystick, connect it to the #1port.

1.3 Starting the Game (Apple)To begin the game, boot your game diskwith the front side up and the game willstart automatically. If you are using anApple with a CAPS LOCK key, keep theCAPS LOCK key down throughout thegame. If you have a joystick attached, thefirst menu you see asks whether you wishto use it for inputting your commands.Whether or not you use the joystick, youwill then see a menu which prompts youto indicate if you are using an acceleratorboard, a Speed Demon, an Apple II GS, ora system with no speed up board. Pressthe number next to the choice that is cor-rect for your system.

If you are using a joystick, you mustmove the joystick to the left to go up allmenus and to the right to go down allmenus. You will also be able, before be-ginning, to determine where to get thebest readings from your joystick. You may

have to move the joystick to the lower leftor right to have the Apple read a "down"command.

NOTE: Older versions of the "Speed De-mon" that do not contain the dip switches maynot work properly with this game.

1.4 Starting the Game (IBM)To begin the game, remove the BASICcartridge (if using the ISM JR) and insertyour 2.0 to 3.2 DOS disk in the drive, Sav-ing a game in progress requires a format-ted disk. It would be advisable to formatone before you boot up the game. Turn onthe computer system. Press ENTER untilyou see the ready ">". Insert your gamediskette. Type START, press ENTER, andthe game will boot. The IBM version hasadditional menus that allow you tochoose the 10-key option (use the numerickeypad for movement where pressing "8"moves north instead of the standard "I "),adjust the screen to the right or left, andchange the colors. On these menus, sim-ply press the key that corresponds to thedesired option. To use the tutorial, choosethe standard compass option (#1: non-tenkey option). For your convenience, thisdisk contains no copy protection. This al-lows you to make a back-up copy of thegame disk and facilitates transferring thegame disk to a hard drive system.

1.5 Main MenuOnce passed the title page and demo se-lection, you will see a menu with a list ofoptions. At a later time you may wish touse these menu options. (See 2.1 of theI NTERMEDIATE and ADVANCEDGame rules.) IBM users are given addi-tional menus concerning screen margins,numeric pad (choose option #1 for tuto-rial), and color For Quick Start purposes,leave the default selections and press theRETURN key Joystick users should selectoption "o" for exit.

A series of displays showing casualtiesfor men and guns will be presented on the

Page 7: Shiloh Grant's Trail in the West

screen one by one. Press RETURN to con-tinue. You will then be asked if you wantsound in the game. Press Y for yes and Nfor no. You will be asked to set the delayloop for displayed messages for this turn.Set this at 6 if you have a speed board and4 if you do not.

NOTE: The shorter the delay !DT, the lesstime messages will remain on Ifusing a joystick, refer now to Section 3.0 for atutorial and command explanation.

1.6 Getting Started: A Tutorial forKeyboard Commands

After setting the time for the delay loop,the program will go through the bin-ning phases of the first game tum until itreaches the Confederate Operation Phase#1.

The map on the screen has a whitesquare exactly in the middle. At the bot-tom of the you see lines of textwhich indicate the phase, time, and dayamong other things. You are now in whatis called the Cursor Menu (you may wishto read section 2.1).

Looking at the text on the bottom, youwill notice ',Y:20, " on the last line.This indicates the column and row on themap where the white square (the cursor)is currently situated. Move the cursor andthese numbers will change.

Press the "8" key seven times to movethe cursor to 13,18. Press the "W" key TheConfederate Objective squares Sec-tion 8.1) that are on the sc reen are high-lighted . Now press any other key A UnionObjective square is highlighted at the bot-tom left of the Press any other keyto return to the normal C r Menu.

You move the cursor around the mappressing the keys "1"-"8". You will

notice in the lower right-hand corner ofthe the numbers arranged in abox. This serves as a compass for cursormovement. Pressing "1" moves the cursorone square directly up (north). Pressing

moves it one northeast and so on.Move the cursor to location and

press the "V" key Every square that can beseen from this location is highlighted .

any key to return.Press the 'T' key You will notice that

the figures or units on the map will disa

pear revealing the nature of the terrainbeneath them. Press any key to continue.

Move the cursor to and press the"0" (zero) key You will notice that themap centers itself on the cursor location.

Press the "U' key and the map will"zoom-out" to the strategic map. You willnotice that all keyboard functions are ac-tive. You can play the game on either map.Scroll around the map with the cursor andthen press "0" to "zoom-in" to the tacticalmap.

Move the cursor to 9,25 and press theSPACE BAR. The Con federate unit therewill be accessed. You are now in theCommand Menu (section 2.2) with theunit information for SHAVER on thescreen (you may wish to read section 2.3).

Press "1" twice (with a pause in be-tween the two 1's) and you will see theunit move two squares up. Now press "3"once and the unit will move one square tothe right. With your last move, a Unioninfantry unit that was hidden pops upnext to the Confederate. Moving next tohidden units will cause them to appear(You may wish to read section 8.3 of theIntermediate/Advanced rules to learnmore about hidden units and line ofsight.). Press "F" and the target menu willappear This menu allows you to ta rget anenemy unit. Press 'N" and you will see allthe squares you may fire at highlighted.Press any key to return to the target menu.Move the cursor by pressing "2". You arenow over a Union unit. Press "T" to targetit. You will now return to the CommandMenu for the unit SHAVER. Notice thatthe FIRE display shows 11,22, the squareof the target unit. Press the "N" key andyou will access the next unit in the order ofbattle sequence (the order that units arelisted in the back of this rule booklet).Press "Q" to exit that unit and to return tothe Cursor Menu.

Press "G" and you will be prompted toenter a unit number. Press "0" and thenRETURN. The cursor will move to unitnumber 0, RUSSEL, and access it into theCommand Menu. Press "Q" to quit theunit and return to the Cursor Menu.

Move the cursor to 9,28 and press theSPACE BAR. Move GLADDEN east alongthe mad by pressing "3, 3, 3, and 3". Pressthe "N" key and move CHALMERS along

the road. By pressing "3, 3, 1, and 3". In-stead of pressing 'N" at the end of theChalmers' move, press "Q" to return tothe Cursor Menu.

Press "Z" and the cur sor returns to thelast square fmm which you accessed aunit with the SPACE BAR. Move the cur-sor 5,27 and press the SPACE BAR toaccess SWETT A Move the unit up themad by pressing "1, 1, 1, 1, 3, 3, 1, and 3".At the end of the move press, "Z". You willseethe unit move itself back to its originalsquare. (If in the process of moving youuncover hidden units, you will lose 4operation points when you press the "Z"key.) This is handy when you make amistake and wish to "take back" a moveand move a unit somewhere else. Pressthe "Q" key to return to the Cursor Menu.

You are now ready to enter the CombatPhase. During the combat phase youshould see the artillery fire first and thenthe infantry. Please note that even thoseunits you didn't target for will fire on theirown if they can.

You may fight hand to hand (melee) ifyou:

• are next to the enemyn have targeted that enemy for firen have pressed "M" in the Command

Menu for that uni tn and have enough operation points to

do so (see section 2.4 and 2.8 and alsolook at the Operation Costs table).

If you were actually playing a game,you would press "C" and then to en-ter Combat Phase.

After the Combat Phase, you are giventhe opportunity to save the game bypressing ' ".Pmss "N" and the game willenter the next Operations Phase for theother player. When the 2nd Combat Phaseis completed, the game will display u p-to-d ate losses and a new turn begins with theCommand Control Phase Section 3.0of the Intermediate/Advanced GameRules for detailed information on Se-quence of Play).

2.0 OPERATION PHASEDuring this phase you are allowed tomove and plot melee combat for all yourtroops. Most actions require you to spendoperation pints (see Operation CostsTable).

2.1 Keyboard Cursor MenuYou are using the Cursor Menu when youfirst enter the Operation Phase. You returnto the Cursor Menu from the CommandMenu by pressing the "Q" When inthe Cursor Menu, you may execute thecommands as shown below. An abbrevi

-ated version of this menu will be dis-played below the game map along withthe day, phase number, and time of day.

(0) = Centers the map at the cursor.("5" for the optional IBM keypad .)

(1-8) = Moves the cursor in the desireddirection according to the com-pass on the lower right handside of the display ("1-9" forthe optional IBM key pads)

(C)ombat Takes you to the CombatPhase. Press this key when youare finished moving and giv-ing orders to all your units.

(G)et unit = Upon pressing this key, youwill be prompted to input anumber corresponding to oneof your units Order ofBattle). The cursor will go tothat unit and access it, puttingit into the Command Menu(see below).

(0)ther map = Toggles between theand strategic maps.

(SPACE BAR) = Picks up the unit underthe cursor to allow you to giveit commands. If two or moreunits are in the youwill pick up the first unit.are now in the CommandMenu (see below) for that unit.

(T)errain Removes unit shapes fromthe map sa you can see the ter-rain underneath.

(V)iew = Highlights all the squares that aunit could see from thatsquare.

(W) = Highlights all Confederate ob-jective squares on screen whenpressed. Pressing any key willthen highlight all Union objec-tive squares currently onscreen. Pressing any key willthen return to the CursorMenu.

2 3

Page 8: Shiloh Grant's Trail in the West

(Z) = Takes you back to the lastsquare where you accessed aunit.

2.2 Keyboard Command MenuYou enter the Command Menu from theCursor Menu when you pick up a unit byeither pressing the Space Bar when thecursor is located over a unit or by pressingthe "G" key and then entering a unitnumber. The Command Menu is used tomove and give orders to your units. Thecommands you may select are listed be-low:

(0) = Centers map on the unit. ("5" foroptional IBM key pad.)

(1-8) = Moves the unit in desired direc-tion as indicated by the compass.("1-3" for optional IBM keypad.)

(A)dvance = Sets the unit to advanceinto an adjacent square vacatedby an enemy retreat.

(F)ire = Takes you to the Target Menuwhich allows you to set a prior-ity fire square.

(H)elp = Displays list of commandsavailable in this menu.

(M)elee = Plots the units to MELEE com-bat the unit it fires at.

( N)ext = Goes to the next unit on themap in promotion order (this isthe order the units are listed inthe Order of Battle).

(0)ther map = Toggles between the tacti-cal and strategic maps.

(Q)uit = Puts down the unit and takesyou back to the Cursor Menu.

(T)errain = Removes units on the map toview the terrain underneath.

(U)nder = Picks up the next unit in thesquare.

(V)iew=Allows you to view all squaresthat you can fire into in a 360degree arc.

(Z) = Abort the actions of the unit youhave currently picked up. Theunit is returned to its originalsquare.

13 Unit Information (Keyboard)When you pickup a unit, the unit statisticsare displayed beneath the map as shownbelow:CONFED ANDERSON INF 1634 MEN

MSK EFF 4O/50 FF.10 MORAI.E:30 S 1 2

NONRFD OP:10 MELEE:N AD' N

L[CFIT WOODS f) X,Y2,26 FIRE:3,26 6 5 4

The above display shows that theConfederate unit, ANDERSON is IN-FANTRY with 1634 men. Its men arearmed with MUSKETS, have an EFFI-CIENCY of 40 out of the 50 it began with,a FATIGUE of 10, and MORALE of 30. Itsstatus is NONROUTED. It has 10OPERATION POINTS left and does notwish to MELEE or ADVANCE. The unit ison a LIGHT WOODS (see Menu 2.3)square with an elevation of (2), is locatedon square 2,26, and has plotted fire onsquare 3,26. The direction compass is lo-cated on the right hand side.

Units have different shapes on themap according to the type of unit (infan-try cavalry artillery or gunboat) and thestacking. See Figure 2.3 in the column tothe right.

2.4 Moving a Unit with the KeyboardWhen you have picked up a unit, you maymove it by pressing the number keys. Theunit will move in the direction the numberyou press lies from the center of the cursorcompasses below. EXAMPLE: when us-ing the standard movement compass(below left), pressing the "1" key willmove the unit up. When using the IBMcursor compass (below right) pressing"I" will move the unit down and to theleft.8 1 2 7 8 9 (option for IBM)

7 3 4 5 6 5= Centers cursor

6 5 4 1 2 3 on map.

Moving costs you operation points andfatigue, according to the Operation andFatigue Costs Chart. Your units receive 6to 15 operation points each OPERATIONPHASE as determined by their morale asmodified by a random number. If youdon't use up all your operation points, leftover operation points will improve fa-tigue and efficiency on a 1 to 1 basis unless

CONFEDERATE UNION

"One" Infantry.

" Two" Infantry

Artillery

Artillery plus" One" Infantry

Artillery plus •"Two" Infantry

Routed

Cavalry

Gunboat

Figure 2.3 Unit Icons

your unit is next to an enemy unit. Aunitadjacent to an enemy recovers I point offatigue and efficiency for every 2operation points remaining.

Units may only enter a square if theyhave enough OP to pay the movementcost. The exception to this is that units arealways permitted to move one square ifthey have at least 2 OPs and if that is theironly movement that phase (exception:ZOC to ZOC.See rule 2.6). Units can't stopin a square if that would cause it to havetoo many units (see Stacking 2.5). NOTE:

The game begins with the Confederates receiv-ing a bonus turn in which a!l Confederateunits receive 13 OP

If you move an artillery unit, it maynot fire until the next phase. Movementcosts during the Night Turn are doubled.

During the second phase of the nightturn, Confederate units have specialmovement capabilities as long as they donot enter an enemy ZOC. They can move amaximum of 16 squares.

2.5 StackingA square may have one or two infantry orcavalryunits. In addition, it may have oneartillery unit. Cavalry may overstackwhile moving, but may not end the turnoverstacked. Artillery may never enter asquare containing another artillery unit.

2.6 Zones of ControlThe eight squares surrounding a unit aredefined as its Zone of Control (ZOC). ThisZone of Control costs enemy u nits 2 extraoperation points to enter or exit. Unitsretreating during combat lose more men ifforced to retreat into an enemy Zone ofControl or rout out of an enemy ZOC.Units may only move from enemy ZOC toZOC if the square moved into is occupiedby a friendly unit. Routed units can neverenter an enemy ZOC.

2.7 Fire PlotsAunit will fire at the closest enemy unit itcan see unless you have set a priority firesquare. If you target a square two or moresquares away your priority fire will bereset to an adjacent enemy unit (whichmay have since moved next to the firingunit). To set priority fire, press "F" in theCommand Menu.This will takeyou to the'Target Menu and allows you to move thecursor to a target square and press "T" toset it as the priority target. In the TargetMenu, you may also press "V" to viewyour line of fire or "E" to exit the menu (inwhich case the computer will find a targetfor you just before combat). Pressing "N"will exit and plot "No Fire" in which casethe unit will only fire at an enemy unitnext to it.

2.8 Melee PlotIf you wish to plot a unit to engage inmelee (band-to-hand) combat, press "M"in the Command Menu. The unit will

Page 9: Shiloh Grant's Trail in the West

melee the enemy unit it fired at if it is adja-cent to the enemy unit and has enoughoperation points. If not, it will not melee.

29 Unit ActivationYou may not move units until they areactivated. Many Union units and someConfederate ones begin the game inac-tive.

2.10 Untried UnitsUnits begin the game with their Efficienand Morale unknown. This is shown bythe ? under these A Moraleand Efficienry will be determined whenthey are first engaged in combat. UnitEfficiency is identified as either "G" or'R" prior to their first combat. "R" standfor Regular and "G" stands for Green.Regular units wi11 generally have highermorale and efficiency than Green ones.

3.0 THE JOYSTICKThe joystick may be used to move andgive other orders to your units. This joys-tick option is available in the Basic Gameonly It may not be used in the Intermedi-ate or Advanced Games.

The sections below explain those oper-ations that are exdusiw to the joystick.They do not explain other operations. Youwill have to read the others sections of thisrulebook, excluding the Keyboard Tuto-rial (Section 1.6) and Sections 2.1 through210, for the complete

3.1 A Joystick tonal: Getting StartedAfter setting the time for the delay loop,the programwill go through the begin-ning phases of the first game turn untilit reaches the Confederate O perationnaw #1.

The map on the screen has a whitesquare exactly in the middle. At the bot-tom of the you see lines of textwhich indicate the phase, time, and dayamong other things. You are now in whatis called the Cursor Menu.

Looking at the text on the bottom, youwill notice ',Y:20, " on the last line.This indicates the column and mw on themap where the white square (the cursor)is currently situated. If you move the cur-

thew numbers will change.

You will notice that the text below themap appears as shown below:

7962 8'00 AM CO SE 1 8 1 2

GET' UNIT EXIT VIEW OBJ COMSAT 7 0 3

GO M UNIT MAP MOVE CLEAR ABORT' 6 5 4

LIGHT WOODS

You are now in the joystick C r Menu(you may wish to read Section 3.2).

The menu option "MOVE" should behighlighted. You may now use the joys-tick to move the cursor. The joystick can beused to move the cursor up (direction

"), right (direction "3"), down (direc-tion "5"), or left (direction "7"). NOTE:

on the joystick, Apple users mayhave to move the joystick down and to the rightor to move the cursor in direction 5.

Move the joystick to the left (the direc-tion the "7" in the movement compass liesfrom the "0") and the "7" in the cursorcompass will be highlighted. Hold thejoystick in this position until the cursormoves to square 13,25. Now move thejoystick up (direction "1") and hold itthere until the cursor is over square 13, 18.

Release the joystick. When none of thenumbers "1-8" are highlighted, press thejoystick button. When the "0" stops blink-ing, move the joystick to highlight "OBJ"and press the joystick button. The Confed-erate Objective squares 8.1)that are on the screen will be highlighted.Press the joystick button again and aUnion Objective square that is on thescreen is highlighted. Press the joystickbutton until the "0" blinks. NOTE: If youpress the button too long, you may pass by theblinking 0 to another option.

Use the joystick to move the cursoruntil the square is shown at the bot-tom of the Press the jo yst ick butt onuntil the "0" stops blinking. Move thejoystick to highlight "VIEW" and pressthe button. Every square that can be seenFrom this location is highlighted. Press thebutton to continue.

Move the joystick to highlight"CLEAR" and press the button. You willnotice that the figures or units on the mapwill disappear revealing the nature of theterrain beneath them. Press the button tocontinue.

Press the button again. Move the cursor to 15,22 . Press the joystick button. Usethe joystick to highlight "MAP" and pressthe button. The map will "zoom-out" tothe strategic map. You will notice that alljoystick functions are active. You can playthe game on either map. Scroll around themap with the cursor and then use "MAP"to "zoom-in" to the tactical map.

Move the cursor to 9,25. Press the but-ton and "GET T" becomes high-lighted. Press the button again. The Con-federate unit there will be accessed. Youare now in the Access Menu (Section 3.3)with the unit information for SHAVER onthe screen

Once a unit is access , you may moveit by using the joystick and button.move a unit, use the joystick to move thecursor to where you want your unit to goand press the button. The unit will movein a fairly straight line to that square. Ifthere is a road between a unit's currentsquare and the one it is to move to, the unitwill move along the road as much as pos-sible. Because the unit will move in a fairlystraight line, it may be necessary to give aunit a series of orders (as shown below) tomove it to a desired square.

Move SHAVER in direction "1" fortwo squares and then one square in direc-tion "3". By giving two joystick com-mands to reach this square, instead of one,you were able to chose your route of ap-proach. Had you moved the cursor overthe and square the first time, the computerwould have chosen the route withoutregardto movement costs or the presenceof enemy units.

Mth your last move, a Union infantryunit that was hidden paps up next to theConfederate. Moving next to hidden unitswill cause them to appear ( u may wishto read section 8.3 of the Intermediate/Advanced rules to learn more about hid-

" den units and line of sight.).Press the button (while "0" is high-

lighted) and the Command Menu willappear Move the joystick to highlight"FIRE" press the button, and the TargetMenu will appear. This menu allows youto target an enemy unit. Highlight "VIEWLOS" and press the button and you willsee all the squares you may fire at high-

lighted. Press the button to return to theTarget Menu. Highlight "TARGETSQUARE" and press the button. Use thejoystick to move the cursor to square 11,22(over the Union unit) and press the but-ton. You are returned to the CommandMenu. Press the button and you will re-turn to the Access Menu. You wi11 see 11,22next to the word at the bottom of thescreen. This shows that SHAVER has beenordered to fire into square 11,22.

Press the button to return to the Com-mand Menu. Highlight "NEXT" andpress the button. You access the next unitM the order of battle sequence (the orderthat units are listed in the back of this rule-book). Press the button to go to the Com-mand Menu and highlight "QUIT". Pressthe button and you exit that unit and re-turn to the Cursor Menu.

Press the button. Highlight "GO TOUNIT" and press the button. The number"23" will appear on the screen. Move thejoystick until "2" appears. Press the but-ton. The cursor wi11 move to unit number2, SThWART, and access it into the AccessMenu. Press the button to go to the Com-mand Menu. Highlight "QUIT" and pressthebutton to qMt the uMt and return to theCursor Menu.

Move the cursor to 9,28 and press thebutton twice. Move GLADDEN eastalong the road by moving the cursor tosquare 13,28 (3,3,3, and 3) and pressing thebutton. Go to the Command Menu andselect "NEXT". Move CH AL RS alongthe mad to square 9, 28 (3,3,1, and 3).Notice how the uni t is moved to follow thepath of the road. Go to the CommandMenu and select "QUIT" to return to theCursor Menu.

Highlight "ABORT" and press thebutton and the cursor returns to the lastsquare fmm which you accessed a unitwith the "GET UNIT" command. Movethe cursor to 5,27 and press the buttontwice to access S TT ARC Move theunit to square 4,21. Notice how the unitmoves up the road in directions "1,1, 1, 1,1, 7, and 1". At the end of the move, go tothe Command Menu and select"ABORT". You will see the unit move it-

6 7

Page 10: Shiloh Grant's Trail in the West

self back to its original square. (If in theprocess of moving you uncover hiddenunits, you will lose 4 operation pointswhen you select "ABORT".) This is handywhen you make a mistake and wish to"take back" a move and move a unitsomewhere else or when the computerhas moved your unit along a route you donot like. Select "QUIT" to return to theCursor Menu.

You are now ready to enter the CombatPhase. During the combat phase youshould see the artillery fire first and thenthe infantry. Please note that even thoseunits you didn't target for will fireontheirown if they can.

You may fight hand to hand (melee) ifyou:

• are next to the enemy• have targeted that enemy for fire• have pressed "M" in the Command

Menu for that unit• and have enough operation points to

do so (see section 2.4 and 2.8 and alsolook at the Operation Costs table).

If you were actually playing a game,you would select "COMBAT" from theCursor Menu and then "YES" to enter theCombat Phase. You may use the joystickto toggle between "YES" and "NO" andthen press the button to make your selec-tion.

After the Combat Phase, you are giventhe opportunity to save the game by se-lecting "YES". Select "NO" and the gamewill enter the next Operations Phase forthe other player. When the second Com-bat Phase is completed, the game willdisplay up-to-date losses and a new turnbegins with the Command Control Phase(see Section 3.0 of the Intermediate/Ad-vanced Game Rules for detailed informa-tion on Sequence of Play).

3.2 Joystick Cursor MenuYou are using the Joystick Cursor Menuwhen press '7" from the Keyboard CursorMenu. You return to the Joystick CursorMenu from the Joystick Command Menuby selecting "QUIT". When in the JoystickCursor Menu, you may execute (select)the commands shown below by movingthe joystick to highlight them and thenpressing the joystick button. An abbrevi-ated version of this menu will be dis-

played below the game map along withthe day, phase number, and time of day

ABORT = Takes you back to the lastsquare where you accessed a unit.

CLEAR = Removes unit shapes from themap so you can see the terrainunderneath.

COMBAT = Takes you to the CombatPhase. Press this key when you arefinished moving and giving ordersto all your units.

EXIT = Exits the Joystick Cursor Menuand returns you to the KeyboardCursor Menu.

GET UNIT = Picks up the unit under thecursor to allow you to give it com-mands. If two or more units are inthe square, you will pick up the firstunit. You are now in the AccessMenu (see below) for that unit.

GO TO UNIT = Upon selecting this op-tion, the number 23 will appear onthe screen. Use the joystick to stepthis number up or down to input anumber corresponding to one ofyour units (see Order of Battle). Thecursor will go to that unit and accessit, putting it into the Access Menu(see below).

MAP = Toggles between the tactical andstrategic maps.

MOVE = Moves the cursor in the direc-tion highlighted on the compass onthe lower right hand side of the dis-play Once a direction is highlighted,press the joystick button to move thecursor

OBJ = Highlights all Confederate objec-tive squares on screen when pressed.Pressing the joystick button will thenhighlight all Union objective squarescurrently on screen. Pressing thebutton will then return to the CursorMenu,

VIEW = Highlights all the squares that aunit could see from that square.

3.3 Joystick Access Menu and UnitMovement

You enter the Access Menu from the Cur-sor Menu when you access a unit (GETUNIT or GO TO UNIT). You enter theAccess Menu from the Command Menuwhen RETURN is selected.

When in the Access Menu, informa-tion on the accessed unit is displayedBENEATH THE MAP as shown below:

cONFII7 SHAVER M 2360 MEN IBMMSK E;56/66 rAT:10 MORALE46 8 1 2 7 8 9NONKr6 OP:13 MEC.HEN ADVANCEY 7 0 3 4 5 6ROAD (2) x,30.23 NOPLOT 6 5 4 125

The text identifies the unit as the Confed-erate brigade commanded by Shaver. It isan infantry unit and has 2360 men. Theunit is armed with muskets. Its currentefficiency is 5fi out of a maximum possibleefficiency of 66. The unit ha s a fatigue of 10and its current morale is 46 (Morale equalsCurrent Efficiency minus Fatigue). It is ona level 2 road square at location 10,23. Ithas no fire plotted. The movement com-passes are shown to the right of the dis-play The IBM compass will appear in-stead of the standard compass only if youare using an IBM compatible system andhave chosen this movement option.

TheAccess Menu permits you to movethe accessed unit to a square by using thejoystick to move the cursor to that squareand then pressing the joystick button. Theaccessed unit will then move to the chosensquare (assuming this is a legal move).

When the 0 in the middle of the Move-ment Compass is blinking, use the joys-tick button to toggle from the AccessMenu to the Command Menu.

3.4 Joystick Command MenuYou enter the Command Menu from theAccess Menu by pressing the joystickbutton at any time while the movementnumbers at the bottom right of the screenare NOT highlighted. While in the Com-mand Menu, you may select the followingoptions by highlighting them:

ABORT = Aborts or cancels the actionsof the unit you have currently ac-cessed. The unit is returned to itsoriginal square.

ADVANCE = Pressing the button whenan "N" appears next to this optionwill give the accessed unit orders toadvance into an adjacent square thatan enemy unit retreats from, Pressingthe button while a "Y" appears nextto the option orders the accessed unitto not advance.

FIRE = Takes you to the Target Menuwhich allows you to set a priority firesquare.

MELEE = Plots the units to MELEE com-bat the unit it fires at.

NEXT = Goes to the next unit on themap in promotion order (this is theorder the units are listed in the Orderof Battle).

OTHER MAP = Toggles between the tac-tical and strategic maps.

OTHER UNIT = Picks up the next unit inthe square.

QUIT = Puts down the unit and takesyou back to the Cursor Menu.

RETURN = Returns you to the AccessMenu,

CLEAR = Removes units on the map toview the terrain underneath.

VIEW = Allows you to view all squaresthat you can fire into in a 360 degreearc.

3.5 Joystick Fire MenuThis menu is entered from the CommandMenu when the FIRE option is selected.Options in this menu may be selected byhighlighting them and pressing the joy-stick button. The following options areavailable from this menu:

EXIT/ERASE PLOT = Selecting this op-tion will set your unit for a NO PLOTand return you to the CommandMenu. A NO PLOT means that thecomputer will select a target for thatunit to fire at.

NO FIRE = Orders your unit not to fire.This permits the unit to rest and re-cover efficiency The unit will fire ifan enemy unit is adjacent to it.

TARGET SQUARE = Permits you to se-lect a square for the accessed unit tofire into. After selecting this option,use the joystick to move the cursorover the square you want to targetand again press the joystick button.This will give the accessed unit or-ders to fire into this square and re-turn you to the Command Menu.(NOTE: Your unit will only fire into theindicated square when it contains an en-erny unit and i f your unit has sufficientOP to fire_ Units ordered to fire into a

Page 11: Shiloh Grant's Trail in the West

nonadjacent square will instead fire intoan adjacent square that contains an en-emy unit).

VIEW Selecting this option willcause those squares that are bothwithin the Line of Sight (L ) andmaximum fire range of your unit tobe highlighted.

3.6 StackingA square may have one or two infantry orcavalry units. In addition, it may have oneartillery unit. Cavalry may overstackwhile moving, but may not end the turnoverstocked . Artillery may never enter asquare containing another artillery unit.

3.7 Zones of ControlThe eight squares surrounding a unit aredefined as its Zane of Control (ZOC). ThisZone of Control costs enemy units 2 extraoperation points to enter or exit. Unitsretreating during combat lose more men ifforced to retreat into an enemy Zone ofControl or rout out of an enemy ZOC.Units may only move from enemy ZOC toZDC if the square moved into is occupiedby a friendly unit.

3.8 Melee PlotIf you wish to plot a unit to engage inmelee (hand-to-hand) combat, select Me-lee the Command The unit willmelee the enemy unit it fired at if it is adja-cent to the enemy unit and has enoughoperation points. If not, it will not melee.

3.9 Unit ActivationYou may not move units until they areactivated. Many Union units and someConfederate ones begin the game inac-tive.

3.10 Un tried UnitsUnits begin the game with their Efficiencyand Morale shown bythe ? under these A unit's Moraleand Efficiency will be determined whenthey are first engaged in combat. UnitEfficiency is identified as either "G" or'R" prior to their first combat. "R" standsfor Regular and "C" stands for Green.Regular units will generally have highermorale and efficiency than G reen ones.

4.0 COMBAT PHASESDuring this phase, all fire phases andmelees are resolved. Casualties are taken.

4.1 Fire and Melee PhasesThere are a total of five fire phases, tworetreat/advance phases, and one meleephase during a combat phase as outlinedbelow:• Defensive Artillery Fire Phase• Offensive Artillery Fine Phase• Defensive Fire Maw• Offensive Fire Phasen Retreat Phase/Advance Phase• Defensive Melee Fire Phase• Melee Phasen Retreat Phase/ Advance Phase

Units will fire if they have a line ofsight and are within range of the targetunit. Ranges of weapons are found in theYlbapon Range /Casualty Table. All firephases automatically resolved by thecomputet

You will see the names of the firingunits and their targets on the screen alongwith their casualties. Numbers in paren-theses refer to artillery guns lost. Unitsthat will retreat or rout during the Ret reatPhase will be so indicated by a message.

5.0 FMIGUVEFFICIENCYA it's fatigue rating is a measure of howtired it is. It gains fatigue when it movesand loses efficiency when it takesSee the Fatigue Gain/Efficiency LossTable for details. Fatigue and efficiencyhave a semi-proportional effect on firestrength (see Modifier at back).Efficiency minus fatigue equals morale.Since gaining fatigue lowers morale, youmay raise morale by losing fatigue.lose fatigue/recover efficiency by havingleft over operation points in the middleand at the end of a turn. One operationpoint wipes out one fatigue point (twooperation points wipe out one fatiguepoint if next to an enemy uMt).Aunit willrecover 70% of its lost efficiency duringthe End of the Day Phase. Also during thisphase, units lose their fatigue completely

6.0 REINFORCEMENTSEach side receives reinforcements accord

-ing to the Order of Battle Appendix).The Union will not receive any reinforce-ments from Buell's Corps while Pittsbu rgLanding is in a Confederate 6.0M the advanced rules for how this works.If an entry square is occupied by an enemyunit, the reinforcing units will be delayeduntil the entry square is free of enemyunits. NOTE: The Confederate player losesefficiency if he fails to take Pittsburg Landingby the end of the first day of battle.

7.0 END OF THE DAYPHASE

This phase occurs after the night turn.During this phase, units low Inaddition, units recoverefficiency tohalf of the difference between their start-ing efficiency current efficiency Unitswill also automatically fortify during thisphase from 0 to 2 fortification pointsbased on fatigue, efficiency and enemy

Units with a fatigue of 40 or morewill not fortify Units with a fatigue ofgreater than 20 and in an enemy ZOC willnot forti fy

During the second phase of the nightturn, Confederate units have sp ecialmovement capabilities. As long as they do

not enter an enemy they can move amax imum of 16 squares.

8.0 HOW TO WINPlayers victory points. A score iscalculated by subtracting the Con federatepoints from the Union. You may examinethe map and look at the units of both sideswhen the game has ended .

8.1 Victory PointsPlayers receive points based on enemycasualties according to the schedule be-low:

n 1 pt per Infantryman/Artillerymanlost

• 15 pts per captured Infantryman /Artilleryman

n 2 pts per Cavalryman Lostn 3 pts per captured Caval ryman• 100 pts per Artillery Gun lost• 150 pts per captured Artillery Gun

NMDERATE OBJECTIVE UNION OBJECTIVESQUARES SQUARES

10,18 =1000 pts 5, 23 = 1000 pts15,16 =1000 pts 5, 29 = 3000 pts20,19 =1000 pts 14,27 =1000 pts20,13 =1000 pts16,14 = 1000 pts25,8 = 3000 pts20,8 =1000 pts13,10 =1000 pts25, 7 = 3000 pts

To receive points for an objective square,you must contml it. Control is determinedduring Reinforcement Phases. To controlan objective square, you must have 3000men in or adjacent to it without any en-emy units being in or adjacent to it. It is notnecessary to keep units in or n ext to asquare to maintain con trol. Howevercontrol is lost if any enemy unit, rega rd

-less of is in or adjacent to the ob jectivesquare during a Reinforcement Phase.

8.2 'Victory LevelsAt the beginning of each turn, a displaywill appear on the screen showing victorylevels and the scores needed to attainthose levels. •

4.2 Rout and Rallylnfantry and cavalry units will change tothe rout shape and retreat when theirmorale breaks (artillery never routs).There is a chance of breaking when moraleis less than 15. Units with a morale below4 always rout. Units having less than 81men will automatically rout when theytake losses. EXCEPTION: A unit whichloses less than 10 Wren will not rout even if itsmorale drops below 4 as a result.

Eve7 time a unit muts, any other unitsstacked in the square with it lose 15 pointsfrom their efficiency. Units stacked in asquare a muted unit retreats into lose 8efficiency points. NOTE: A unit's efficiencywill never drop below 20

To have a chance to rally a unit musthave a minimum current morale of 31 anda minimum current efficiency of 40.Therefore, units which start the gamewith an efficiency that is less than 40 willnever recover from a rout (current effi-ciency can never exceed original effi-denry).

10 11

Page 12: Shiloh Grant's Trail in the West

INTERMEDIATE AND ADVANCEDGAME RULES

1.0 INTRODUCTIONSu oH: CRANr's TxiAi. IN THE Wasr is agrand-tactical level game of the first largebattle fought in the Weste rn Theatre of theCivil War. This battle was the South's bestchance to w rest control of the West fromthe North. The Confederates achievednear total surprise and nearly wrecked thecareers (and army) of the famous Uniongenerals Ulysses S. Grant and William TSherman.

1.1 Overview of the GameEach game turn rep resents one-and -one-half hours of real time. The execu tion of agame turn includes rally, movement,mode changes, facing changes, and reso-lution of artillery fi re, offensive fire, de-fensive fire, melee, retreats, and advances.

1.2 Talking to the ComputerTo select a routine from a menu or answera YES/NO question, just press the desiredkey.

1.3 Starting the Game (Commodo re 64)To begin the game, insert the game diskand type LOAD "*",S and press RE-TURN. When READY appears, type RUNand press RETURN.

1.4 Starting the Game (Ata ri)Remove all cartridges from your com-puter. Boot-up the front side of the disk(800 XL and 130 XE owners will have tohold down the OPTION key when theyturn on their computer to boot). A fter se-lecting the starting values for your game,you will be instructed to insert the GameSide of your disk.

1.5 Starting the Game (Apple)To begin the game, boot your game diskwith the front side up and the game willstart automatically If you a re using anApple with a CAPS LOCK key, keep theCAPS LOCK key down throughout thegame. The first menu you see promptsyou to indicate if you are using an accel-erator board, a Speed Demon, an Apple IlGS, or a system with no speed up board.Press the number next to the choice that iscorrect for your system. NOTE: Older ver-sions of the "Speed Demon" that do not con-tain the dip switches may not work properlywith this game.

1.6 Starting the Game (IBM)To begin the game, remove the BASICcartridge (if using the IBM JR) and insertyour 2.0 to 3.2 DOS disk in the drive. Sinceyou need a formatted disk to save a game,you may wish to make one before youboot the game. Turn on the computer sys-tem. Press ENTER until you see the ready">". Insert your game diskette. TypeSTART, press ENTER, and the game willboot. The IBM version has additionalmenus that allow you to choose the 10-keyoption (movement compass using "8" formoving north instead of standard "1"),adjust the screen to the right or left, andselect a color palette. On these menus,simply press the key that corresponds tothe desired option. For your convenience,this disk contains no copy protection. Thisallows you to make a back-up copy of thegame disk and facilitates transferring thegame disk to a hard drive system. Youshould have a formatted disk handy tosave games in progress.

1.7 Game Scale and MapThere are 15 turns in the game, each repre

-senting one-and-one-half hours from8:00u to 6:30n.M plus the night of April 6and 7, 1862. The map is situated on a30 x 30 square grid. Each square repre-

^^ RavineRidge (blue/(orange)

orange)

Creek StreamIIUIIII(blue) (blue)

Road

RoadSunken

k(white) (white/

orange)

•' - Peach - v SwampOrchard — (green/

.. (green) Y blue)

FordShiloh

(blue)Church(white)

^^i • Heavy • Light•+ Woods Woodsn

(green) (green)

Figure 1.7 Terrain Symbols

sents 200 yards from side to side. Thevarious terrain depicted includes clear,light woods, heavy woods, ford, ridges,roads, creeks, peach orchard, sunkenroad, streams, ravines, river, and b ridges.Two elevations are represented bycontour lines. See Figure 1.7 for terrainsymbols.

1.8 Saving a GameAt the end of each combat phase, thecomputer will allow the player(s) to savethe game in progress. You will need aseparate, save game disk to store thesaved game data. Players must initializetheir blank disk from within the programas offered by the Save Came Menu. (IBMowners must use a previously formatteddisk.) Once a game is saved, you may re

-start it at the point where you left off. Youmay not change selected options whenyou restart a game in progress.

1.9 Units

There are four unit types in the game: in-fantry cavalry gun boats, and artilleryEach unit is rated for manpower (andguns for artillery), efficiency fatigue,morale, weapon type, ammo, mode, fac-ing, operation points, command control,rout status, and disruption status. Unitsarerepresented by specific graphic shapesdepending on unit type and stacking. SeeFigure 1.9 below. On your screen, Unionsymbols are blue (EXCEPTION: gun boatsare white) and Confederate symbols arewhite (Apple color version. Other versionsmay vary). Note that the symbols willchange shape to reflect different facingsand stacking combinations.

Each unit represents a brigade (or ademibrigade if it has been divided into"A" and "B" units). A unit is named afterits brigade commander with an "A" or"8" designation attached for demi (half)brigades. Divisional and corps command-

s may also be attached to units. The bri-gade commander is assumed to be pres-ent at both A and $ units of his brigade.

Infantry • • Routed

r- _____________

^ Two' _ Infantryinfantry

Artille ry

q n / 'TwoLimbered Infantry

"Limbered Artillery plus

• Artillery

t]nlin' eyedArtillery

• Column or GunboatMounted

n Cavalry

Figure 1.9 Unit Symbols

12 13

Page 13: Shiloh Grant's Trail in the West

1.10 Changes from "Rebel Charge atChickamauga"

If you have played RESET. CHAxcE A' CHIcxA-

MAze;A, you will find SHILOH: GRANr's

Ttuwi. rtv zxc WEST plays similarly. The fol-lowing changes have been made.

• Units which begin the game with an ef-fectiveness below 40 cannot be rallied.Once they rout, they remain routed for therest of the game.• When a unit routs inside an enemyZone of Control (ZOC) it will lose 5 % of itsnumber to capture.• Rout will not occur if a unit suffers lessthan 10 casualties.• Gunboats can travel in river hexeswhich are impassible to other units.• The cannons on gunboats are capableof indirect fire. This means that they donot have to have a line of sight to a target inorder to fire on it. Pressing the "V" keywhile a gun boat is accessed in the Com-mand Menu will highlight the squaresinto which they can fire.• Gunboats can neither initiate melee norbe engaged in melee by an enemy unit.• The Confederate player gets one addi-tional operations phase at the beginningof the game. This means that the Confed-erate player will have two operationsphases and two combat phases before theUnion player gets a phase.• Turns represent one-and-one-halfhours rather than two hours.• Untried Units. At the beginning of abattle, a player will not know a unit'smorale or efficiency until after it has beenengaged in combat. The player will onlyknow if a unit is G (Green) or R (Regular).Green units are formations which had notbeen in battle prior to Shiloh.• OnIy demibrigades receive the madmovement bonus.• The nonphasing player's units retreatfirst.• During turns 2 and 3, large numbers ofConfederate troops are considered to belooting the Union camps.

• There is extended movement for Con-federate units during the second phase ofthe night turn as long as they do not enteran enemy ZOC.• Units may not move (although theycanchange formation, fire, etc.) until they areactivated. Many Union units and someSouthern units begin the game in inactivestatus.

1.11 Parts InventoryYour game should contain the followingparts:a. Game boxb. Rule bookc. One 5 1/4' game diskd. One map card

gsJSi-imox: GRANr's T[ u. IN THE WEST is a two-sided game — Union vs. Confederate.Both sides may be played by either ahuman player or the computer opponent.

2.1 Determining Conditions of PlayAfter the title screen display and demooption, the player(s) must determine theconditions under which the game will beplayed from the menu below Press "A-N" to make your choices. Press RE-TURN/ENTER when your choices aremade and you are ready to continue. (Thedefault settings are shown in BOLD).

A) NEW GAME SAVED GAME

S) UNION HUMAN COMPUTER

C) CONFEDERATE HUMAN COMPIJTkR

D) BASIC INTERMEDIATE ADVANCED

E) HIDDEN UNITS NON-HIDDEN

F) COLOR TV BLACK/ EFFE

G) ICONS SYMBOLS

H) LEVEL OF PLAY 1 2 3 4 5

1) UNION ARRIVAL 1 2 3 4 5

J) UNION AMMO 1 2 3 4 5

K) CONFED AMMO 1 2. 3 4 5

L) UNION EFF 1 2 3 4 5

M) CONFER EFF I 2 3 4 5

N) CAMPAIGN SCENARIO April 6-7

FIRST DAY SCENARIO April

• The "A" option allows you to select a

new game or continue with a game in

progress. When you select a saved game,the options on the menu are defaulted to

the options selected in your saved game.When you select the "SAVED GAME"option and press RETURN, you will beprompted to insert your saved game disk-ette and type in the name of the file (youwill be allowed to view a list of files on thesave game disk if you wish). You may notchange game options when you boot up asaved game.n Options "B" and "C" allow you to setthe Confederate or Union player to becontrolled by a human or the computer.

• Option "D" gives you a choice of threegames of varying complexity The differ-ences are explained under the appropri-ate headings of this rulebook. The INTER-MEDIATE Game is the same as the AD-VANCED Game except for the deletion ofammunition supply, leaders' commandcontrol and voluntary fortification.

• Option "E" allows you to play a gamewhere only known enemy units of bothsides will appear on the map during thecombat phase. Hidden units will alsobecome visible when moved adjacent toduring the Operation Phases. It is stronglyrecommended that you play the gamewith this option to realistically portray the"fog" of war.

• Option "F" gives the black-and-whiteor monochrome user better-suited unitshapes. Atari owners are given the optionof a one- or two-drive system here. C-64owners are allowed to choose betweenlight blue or dark blue for the Union color.

• Option "G" allows you to play withicons (figure profiles) or symbols (bars).Symbols are recommended for INTER-MEDIATE and ADVANCED play sincethey show facing and mode changes.Icons are automatically used for the BA-SIC game.

• The "H" option selects the difficultylevel. Level 3 is historical and makes nomodification to either side. Levels 1 and 2favor the Confederate player (level 1 moreso than level 2). Levels 4 and 5 favor theUnion (5 more so than 4). Levels affect thecasualties inflicted in fire and melee com-bat. Please note that you should play aneasy level of difficulty the first few timesyou play the game. Level 3 is a challenge.

• The "I" option allows for variableUnion reinforcement arrivals. Units mayappear up to two to eight hours earlier orlater. Level 3 is historical with no changes.Levels I and 2 allow for earlier times andlater times respectively by a random of 0to 2 turns (level I earlier and 2 later). Level4 allows fora random of 0 to 2 turns earlierto later arrival. Level 5 allows for 0 to 4turns earlier to later arrival. The authorsand playtesters recommend that onceplayers are acquainted with the system,they should play with option level 5. Thistruly recreates the uncertainty of a battlewhere commanders did not know the sizeof the opposing force or how quickly theywould be reinforced.

• The "J" and "K" options allow for vari-able amount of ammo received by theindividual units. Level 3 is historical withlevels 1 and 2 giving progressively lessammo and levels 4 and 5 giving progres-sively more ammo.• The "L" and "M" allow players to ad-just the initial efficiency of their units.Setting this option at 1 reduces units' effi-ciency by 10. Setting it at 2 reduces effi-ciency by 5. A setting of 3 makes no effi-ciency change. A setting of 4 or 5 increasesefficiency by 5 and 10 respectively• Option "N" selects the full, two-daycampaign game scenario, or the shorter,one-day scenario. The victory point con-ditions are changed when the one-dayscenario is chosen.

After you have chosen your options, aseries of displays showing casualties formen, guns, leaders, and objectives will bepresented on the screen. Press RETURNto continue. You will then be asked to setthe delay loop for the displayed messagesfor this turn. (Use 4 or 5 with a speed-upcard.)

2.2 Historical Set-UpAt the start of the game, the computer willassign all combat forces to their locationsthe morning of April 6, 1862. All unitshave been historically placed.

14 15

Page 14: Shiloh Grant's Trail in the West

3.0 SEQUENCE OF PLAY

1. Command Contml Phase2. Recovery/Rally Phase3. Reinforcement Phase4. Confederate 1st Operations Phase5. Confederate 1st Combat Phase6. Union 1st Operations Phase7. Union 1st Combat Phase8. Mid-Turn Recovery Phase9. Confederate 2nd Operation Phase10. Confederate 2nd Combat Phase11. Union 2nd Operation Phase12. Union 2nd Combat Pha se

13. End of Day Phase (Turn 8 only)14. Victory Determination Phase

4.0 COMMAND CONTROL

During this phase, all units make a rangecheck to their appropriate division andcorps leaders and receive a commandcontrol rating of 0.5 to 1.5 based on thisrange, a random number, and the pmfi-denry ratings of the leaders. The com-mand control rating affects strength,operation points and ammo re-supply. Please note that command controlis checked only once per game turn. In theIntermediate game, units are randomlyassigned a command control of 0.9 to 1.2.Union command control will be lower forthe first few turns of the game. Reinfor-cing units receive an automatic 1.5 ratingfor the first turn on the map. In the Ad-vanced Game, cavalry has a commandcontrol value of 1.2 and artillery has 1.0regardless of leader range.

4.1 Range of LeadersThe chart below shows the cost in com-mand points per square the leader is fromthe infantry unit making the range check.A range check is also made between thetwo halves of a brigade if the brigade hasbeen divided into demibrigades.

OTHER HALF DIV. CORPSOF BRIGADE DR.

Comma nd Po Cmt 5 5 I Con .Per Square OS Union

There is a maximum cost for the "OTHERHALF OF BRIGADE" of 20 commandpoints (4 squares). The maximum cost forthe "DIV. CMDR." is 35 command points(7 squares). The maximum cost for the"CORPS CMDR." is 10 for the Confeder-ate units and 5 command points for theUnion units (10 squares). The range andvalues above are used to determine thebase command control rating. If a unit is inor next to the square which contains itscorpscommander, the command cost forits divisional commander will be based onthe range to its corps commander instead(unless it is in the same square with itsdivisional commander). The effect of thisis to permit a player to separate a divisioninto two parts and use the corps com-mander to maintain the command controlrating for the part of the division that isaway from the division commander.

The base command control rating isdetermined by dividing the commandpoints cost into the constant 28. (Basecommand = 28/command points costs).The number derived is rounded up ordown to fit between the range of 0.5 to 1.5.See page 29 for examples of how to calcu-late command control.

4.2 Leader Bonus andCommand Control

Each leader has a bonus rating that ismodified by a random number each turn.The modified bonus is a number from 0 to70+. This number determines the effectthe leader has on units under its com-mand as shown by the chart below Theeffect is subtracted from a unit's base com-mand control.

RANDOM PLUS MESSAGE GIVENRATING ON SCREEN

-0.3 Leader consednl31 8 -0.2 Leader indecisive!!4 70 = -0.1 Leader cautious!

70+ 0 Leader confident.

Each unit will be affected by both its divi-sional and corps commander. A unit willlose 0 to 0.3 from its base command con-tm1Mr each leader. Thus a unit with a basecommand of 1.3 may end up with a com-mand control number from 0.7 to 1.3 afterreceiving the effects of its divisional andturps leaders. A unit will receive no less

than a 0.5 rating. The command control ofartillery and cavalry units are not affectedby leader proficiencies. Artillery alwayshas a command control of 1.0 and Cavalryalways has a command control of 1.2.

The leader bonuses are further modi-fied as follows: On turns 1-3, 20 points aresubtracted from the bonus of the Unionleaders. On turns ten points are sub-tracted from the bonus of the Union lead-ers. On 10 points are added tothe bonus of the Confederate leaders.

4.3 Operation PointsA unit's operations points on any particu-lar turn are determined by its CommandControl rating, its Morale, and a randomnumber as illustrated in the followingtable:COMMANDCONTROL 90 MORA LF 60 MORALE 90 MORALE

.5 6 6 6

.6 6 6-7 7-S

.7 6-7 7-S 8-9

.8 7-8 8-9 9-10

.9 9-10 10-11

1.0 9-10 10-11 11-12

1.1 10-11 11-12 12-13

1.2 11-12 12-13 13-14

1.3 12-13 13-14 14-15

1.4 1 14 14-15 15

1.5 14-15 15 15

Amit's strength is modified by multiply-Mg it by itsCommand Control .The small-est Contml modifier that willbe applied is 0.5 and the maximum is 1.5.EXAMPLE: a unit with a strength of 500 menand a Command Control of 0.9 would hare anledim strength of 450 before any ot her

mot h (500 x 0.9 = 450).A unit's ability to rally and resupply

with ammo is also affected by its Com-mand Control rating.

5.0 RECOVERY/RALLYPHASE

Units in this phase recover from disrup-tion and attempt to rally They also have achance to receive ammunition. Units areautomatically rallied during the night(Rally Phase of the 8Am turn.)

5.1 RallyUnits that are routed will attempt to rallybased on morale, command control rat-ing, and a random number. Units with amorale of less than 31 or an efficiency ofless than 40 will not rally. All routed unitson the 8AM turn will automatically rally(their fatigue is reducedto 0 during thenight) except that units which began thegame with an effectiveness below 40 willnever rally. See the Rally Table at the endof this rulebook for more details.

5.2 Ammo ReplenishmentEach unit has a maximum car rying capac-ity of 4 ammo points. If a unit is at itsmaximum or is routed, it will not be re-supplied . In addition, a unit has a 6%chance of receiving no ammo. The higherthe command control, the greater thechance of receiving more than one ammopoint.

Units are automatically resupplied tothe maximum on the 8AM turn of day 2.

6.0 REINFORCEMENTPHASE

Reinforcing units automatically receive acommand control rating of 1.5 for the firstturn (both phases) they are on the map.See Order of Battle for the order of appear-ance.

Union reinforcements from Buell'sCorps will arrive at Pittsburg Landing(squares 25,7 and 25,8). A maximum of 8units can stack in these two squares.Union reinforcements will be delayedwhile these two squares are in aConfeder-ate ZOC.

Other reinforcing units will be de-layed while their designated entrysquares are enemy occupied. L.Wallace'sdivision can also come on at either 12, 0 or21,0 if their entry square of 13,0 is enemyoccupied.

16 17

Page 15: Shiloh Grant's Trail in the West

7.0 OPERATION PHASEDuring this phase players may perform avariety of actions including movement,double-time marches, fire and meleeplots, leader transfers, mode changes, andfacing changes.

7.1 Cursor MenuYou are using the Cursor Menu when youfirst enter the Operation Phase. You returnto the Cursor Menu from the CommandMenu by pressing the "Q" key. When inthe Cursor Menu, you will see the follow-ing menu below the map. The day, phasenumber, and time of day are also dis-played. In this menu you may do the ac-tions listed below:

(0) = Centers map at cursor ("5" for op-tional IBM key pad).

(1-8) = Moves cursor in desired direc-tions ("1--9" for optional IBMkey pad).

(C)ombat = Exits to Combat Phase (Pressthis key when you are finishedmoving and giving orders to allyour units).

(G)et unit = Upon pressing the key youwill be prompted to input anumber corresponding to one ofyour units (See Order of Battle.)The cursor will go to that unitand access it, putting it into theCommand Menu.

(0)ther map = Toggles the map betweentactical and strategic

(P)age = Second menu. On this menuwill be displayed the number ofrecons you are allowed to con-duct, along with other com-mands. If in this menu, "P" willswitch you to first menu,

(R)econ = Pressing this key when thecursor is over enemy units willdisplay an approximate strengthof the unit(s) in the square.

(T)errain = Removes units from the mapto see terrain.

(V)iew = Prompts you to indicate a di-rection and then highlights thesquares that can be seen fromthat square.

(SPACE BAR) = Accesses first friendlyunit in square. Command Menufor that unit is now active.

(W) = Highlights any Confederate Ob-jective Square currently on thescreen. Pressing any key willthen highlight any Union objec-tive square currently on thescreen. Pressing any key willthen exit to the cursor menu.

(Z) = Abort. The cursor will return to thelast square where a unit was ac-cessed.

Also displayed in the Cursor Menu is theterrain type, elevation, and X, Y coordi-nates of the square. The time, date, phas-ing player, and phase number is alsoshown.

7.2 Unit StatisticsWhen you access the first unit in a square,you will see the following display (ex-ample):CONFF.() ANDERSON INF 1634 MEN 8 1 2DS:lti AMM4:4 MEL:N FIN EF:?/G 7 3NORMAL OP:13 DIR2 ADV:N 6 5 4LIGHT WOODS (2) x,182,26 NO PLOT

The display above shows that the Confed-erate unit, Anderson, is INFANTRY with1634 men. It is not DISRUPTED, has 4ammo points, is NOT plotted for MELEE,has a FATIGUE of 0, and an unknownEFFICIENCY Its efficiency will remainunknown until its morale is tested inbattle. The G to the left of the / means theunit is green and has never been in battlebefore. The unit is in NORMAL mode, has13 remaining OPERATION POINTS, isfacing DIRECTION 2 and is not plottedfor ADVANCE. It is on a light woodsquare with an elevation of 2. The unitoccupies the square with X, Y coordinates2,26 and is not plotted to fire. There is acompass showing directions of move-ment and facing.

A second page of unit statistics maybeaccessed by typing

` `P'

CONED ANDERSON INF 1634 MENFORFO NONRTD CC:1.2MSK MHL: ? LEADER: BRAGGLIGHT WOODS (2) X,' 2,26 NO PLOT

The second display above shows that the

Confederate unit, Anderson, is INFAN-TRY with 1634 men. The unit has a FORTvalue of 0, is not routed, and has COM-MAND CONTROL OF 1.2. Its weapontype is MUSKET, and its MORALE isunknown (?). The unit belongs to Bragg'sCorps. It is on a light woods square withan elevation of 2 with X, Y coordinates2,26. It is not plotted to fire.

7.3 Command MenuYou enter the Command Menu from theCursor Menu when you pick up a unit byeither pressing the Space Bar when thecursor- is located over a unit orby pressingthe "G" key and then entering a unitnumber. The Command Menu is used tomove and give orders to your units. Thecommands listed below can be enacted bypressing the appropriate key in eitherpage of the unit statistics.

(0) = Centers map on unit ("5" for op-tional IBM key pad)

(1-8) = Moves unit in desired directionas indicated by the compass,changing its facing automati-cally ("1-9" for optional IBMkey pad).

(A)dvance = Plots the unit to advance ifgiven the opportunity in firephases or melee.

(B)uild = (Advanced Game Only) Buildsone level of fortification.

(D)irection =Prompts you to input a newfacing (1-8) for the unit. ("1-9"for optional IBM key pads).

(F)ire = Takes you to the Target Menuwhich allows you to set a prior-ity fire square.

(H)elp = Displays Help Menus(I)nverse division = All units that belong

to the same division as the ac-cessed unit will be inversed. Thesquare with the divisional leaderwill be inversed and blinking.(Advanced Game: When youpress this key you will also beable to set the fire plots of allunits in that division to "NoFire" or "No Plot.")

(L)eader = (Advanced Game Only) Dis-plays a menu with the name ofthe divisional or corps com-mander attached and allows youto transfer that leader if you de-sire. The menu also allows youto go to the divisional or corpscommanders.

(M)elee = Plots the unit to melee in thedirection it is facing.

(N)ext = Accesses next unit in the unitorder (the unit orders are listedin the Order of Battle).

(0)ther map = Toggles between tacticaland strategic map.

(P)age = Displays the other page of unitstatistics.

(Q)uit = Exits Command Menu and goesto Cursor Menu.

(R)eorganize = Will divide the unit intoan "A" and a "B" unit or will re-combine an "A" and a "B" unit ifin the same square and of thesame brigade.

(S)tatus = Changes the mode of the unit.(T)errain = Removes units on map to

view terrain underneath.(U)nder = Accesses next unit in the same

square.(V)iew = Allows you to view all squares

the accessed unit can fire into(squares are highlighted).

(X) = Double Time (adds to the unitmore operation points by in-creasing fatigue).

(Z) = Abort move. The unit you haveaccessed will return to its origi-nal square, facing, and modewith its original operation pointsand fatigue (unless it reveals ahidden unit).

You should study carefully the com-mands above. Proper use of the com-mands greatly facilitates the playability ofthe game. Note that the "Z" key in theCommand Menu allows you to take backa unit's move or action (except that 4 OPare spent when the unit uncovered a hid-den enemy unit). Notice how it differsfrom the "Z" key in the Cursor Menu,

18 19

Page 16: Shiloh Grant's Trail in the West

which returns the Cursor to the last squarewhere a unit was accessed with theSPACE BAR. The "N" and "U" keys arevery handy when moving groups andstacks of units. Since reinforcements enterM unit oMe4 it's best to use "N" whenmoving reinforcement columns. Notethat the artillery at the end of a reinforce-ment column isn't in unit order so youshould use the "Z" key from the cursormenu to get back to them. The "U" key isessential to examine stacks of units. The"F" key takes you to a target menu whereyou may scroll over the map, target units,and even view what you can see to fire at.The "0" key toggles you to and from thestrategic map and can be very useful inseeing lines of sight when using the 'N"key This map may also be useful whenusing the "I" key to locate divisions andleaders.

7.4 Operation PointsUnits receive operation points at the be-ginning of the turn and at the Mid-TurnRecovery Phase. Aunit receives operationpoints according to its command control(see section 4.3). Most actions and move-ment in the Operation and CombatPhases cost operation points (refer toOperation Costs Table at the back of therulebook). Please note that operationpa ints are expended to fire and melee.Unused operation points are expended torecover fatigue and efficiency on a 1 for 1basis (2 to I if adjacent to an enemy unit)during the Mid-Tarn Recover Phase andthe end of the turn. Operation costs formovement are doubled during the NightTurn.

7.5 Moving a UnitOnce a unit is accessed (EXCEPTION:units that have not been activated), it maybemoved by pressing keys "14" ("1-9" foroptional IBM key pad) in the desired di-rection. Operation points expended tomove depend on unit unit mode,terrain of the square, and other factors (seeOperation Costs Table). Units may alwaysmove one square at the cost of all remain-ing operation points (EXCEPTION: ZOCrules, section 7.6). Units may move as part

of an advance during the Combat Phasewithout expending operation points. Theadvance is allowed if plotted (see Com-mand Menu 7.3) and the unit is otherwiseeligible. Artillery may not move unlesslimbered .

Press "Z" to cancel a unit's movementand to put it back to its original square. Ifusing the hidden option, a unit will lose 4operation points when it uses the "Z" keyif it has caused hidden units to appear onthe map by moving next to them. Routedunits may move the same as other units.Since they may not change mode to col-umn, they never use the road rate, butmay cross bridges.

During the second phase of the nightturn, Confederate units have extendedmovement, as long as they do not movenext to an enemy During this phase,changing mode and reorganization doesnot cost Operation Points. Units will gainfatigue normally, however.

7.6 Zones of ControlThe eight squares surrounding a unitconstitute its zone of control. Zones ofcontrol affect movement costs per theOperation CostsTable. It costs two extraoperation points to exit or enter an enemyzone of control. Movement from an en-emy ZOC to another will cost extraoperation points in addition to normalcosts and will only be allowed if no othermovement has been made by that unitand the unit is entering a square occupiedby a friendly unit (Sec Costs Table). ZOCto ZOC movement is also allowed duringadvances in the Combat Phase. Unitsforced to retreat during combat into anenemy ZOC suffer losses. Changingmode in an enemy ZDC costs two addi-tional operation points.

7.7 StackingNo more than two non-artillery units maystack together. No more than one artilleryunit may be in a single square regardlessof the presence of other units. You mayhave a maximum of two non-artilleryunits and one artillery unit in a square.

A unit in the Operation Phase mayoverstack while moving if in column,mounted, or limbered mode (EXCEP-TION: road movement). It may not end its

move overstacked . Routing units mayalso overstack during retreat and move-ment.

Stacking shapes are dependent onwhat is in the square. All units in a squa reassume the di rection of facing of the lastunit accessed in the square. When asquare is fired upon by non-artillery unitsor artillery at greater than one range, casu-alties are distributed among the defend-ers with one of the defendingMg 3 times the casualties of the others. Asquare fired upon by artillery at a range ofone will affect only one unit in the square.

When muted units stack onto friendlyunits duri ng retreat, each unit loses 8 effi-ciency points.

7.8 Road MovementTo receive the road movement rate, unitsmust be in column, mount ed, or limberedmode. Only infantry which has been di-vided demibrigades (A and B) and isin column mode will receive the roadmovement rate.

Units receive the mad rate only if theyare in a square containing a road andmoving along it into a square contai ningthe same road. A unit in column,mounted , or limbered mode moving fromone road square to another may not stackonto another unit in column, mounted, orlimbered mode.

7.9 Unit ModesUnits may be in one of two m odes whichaffect movement and combat. Infantryunits may be in column or line. Cavalrymay be mounted or dismounted. Artillerymay be limbered or unlimbered. When aunit changes its graphic shape onthe map also changes. Changing modesrequires the expenditure of operationpoints as listed on the Costs Table. Routedunits and the gun boats may not changemodes. Artillery cannot change modes ina ravine.

Unlimbered artillery may not move.Changing mode in an enemy ZOC coststwo extra operation points. Dismountedcavalry has a 0.75 modifier applied to itsstrength (when dismounted, .25 of themen are considered to be horse holders).Infantry in column, limbered artilleryand mounted cavalry are considered to be

flanked when fired upon from any direc-tion. In addition, they suf fer fire modifiersand have spec ial modifiers in melee (seetable at back.).

7.10 FacingA unit may have eight different facingsfram 1 to 8 ("1-9" for optional IBM keypad). Facing may be changed at any timeduring the operations phase at no cost.Facing automatically changes duringmovement as a unit faces the square it ismoving into. In addition, all units in asquare will assume the facing of the lastunit accessed in the square.

All units in a square have the samefacing. This way you may change the fac-ing of an entire stack by changing the fac-ing of just one unit. Units and stacks ofunits will assume appropriate shapes onthe map to reflect their facing.

Facing determines a unit's line ofsight. Aunit has a line of sight equal to a 90degree angle radiating in a V shape fromthe unit. See 8.3 for further details on lineof sight. A unit fired at through a directionnot in its line of sight is considered to beflanked.

7.11 Double TimeA unit may receive extra operation pointsby double time marching at a cost of fa-tigue points on a one to six basis. Pressingthe key in the Command Menu willincrease the fatigue level by six and in-crease the operation points remaining byone. Routed units, units with more than 15OP and units with fatigue levels of orhigher may not use double time.

7.12 FortificationA unit may have a fortification value of 0to 5 that modifies combat results (SeeModifier Table). Fortifications are builtone level at a time by pressing the "B" keyat a cost of operation and fatigue points inthe Advanced Game only. (see CostsTable). A unit in mounted, column, orlimbered mode, a unit with less than 8 OP,and aunitwithafatigueof 20 ormom maynot fortify. Units will automatically fortifyduring the End of Day Phase (Section10.0). In the Intermediate Game, unitsfortify only after the Night turn. They willdo this automatically

20 21

Page 17: Shiloh Grant's Trail in the West

7.13 Leaders and Leader Movement(Advanced Game Only)

Leaders are attached to specific units.Each leader commands a formation. For-mations are brigades, divisions, andcorps. Leaders are organized into a chainof command that must be updated when aleader is wounded. A corps commanderwho is wounded will be replaced by oneof thedivisional commanders in his corps.That divisional commander will be re-placed by a brigade leader of his division.When a brigade commander is promotedto command a division or corps, his lead-ership rating is increased by 5. Brigadeleaders are assumed to be with both unitsof their brigade when it is divided intodemibrigades. They a re not attached to aparticular unit as long as they are brigadeleaders. When promoted to command adivision or corps, they are attached tospecific units.

Whenever the unit a leader is attachedto loses men to fire or capture, there is achance the leader will become a casualtyThis chance is 10 per cent greater than thelosses suffered by the unit.

EXAMPLE: if the unit suffers a 40 percent loss, the chance that the attached leaderwill become a casualty is 44 percent (4 is 10%of 40 and 40 +4 = 44).

Divisional and corps commandersmaybe transferred to any unit under theircommand (EXCEPTION: Grant may not betransferred during the first turn). Pressing"L" when a unit is accessed will list anyleader present and prompt you to transferit. If you wish to transfer, the cursor willcycle through eligible units. At this timeyou may also press "B" or "C" which willtake you to the divisional or corps com-manders. You may also press "E" to exit. Ifyou go to the divisional or corps com-manders, you will see displayed theleader's name, his rating in parentheses,and the range from the current unit. Youmay access the leader by pressing "A". Atthis point you may choose any of the dis-played options.

Pressing"!" fora unit in the CommandMenu will inverse all units that belong tothe same division as the accessed unit. Thelocation with the divisional leader willblink. At this point, you may plot all unitsof the division for "No Fi re" or "No Plot"(see Section 7.14) or "Exit" by pressing theappropriate key displayed on the screen.

Every time a unit with a leader takescasualties, there is a check to see if theleader is wounded. Each leader has acombat bonus or proficiency rating. Aleader with a rating of 20 will increasecasualties inflicted by the unit he is withby 20%. See the Order of Battle for eachleader's rating. Corps and divisionalleaders are important to command con-trol. Brigade leaders affect rally When aleader dies, the unit it is attached to loses 5efficiency points. When a replacementleaderis provided, the unit receives a newleader rating. All leaders affect commandcontrol in a direct way that greatly affectsthe play of the game. Please refer to sec-tion 4.0,

7.14 Fire and Melee PlotsDuring the Operations Phase units mayplot prio ri ty fire, melee, and advances ifthey wish to perform those actions du ringcombat.

To plot melee, press "M". To plot ad-vance, press "A". For both these plots youmay toggle between "Y" for yes and "N"for no by pressing the appropriate com-mand key. Note also that plotting meleewill automatically plot fire and advance,as a convenience to the player since ad-vances are usually desired in melee at-tacks. You may toggle it back to N for noadvance by pressing "A". A unit thatmoves has its advance plot set to N.

An important note is that a unit willmelee only if it has also fired at the squareit intends to melee. Plotting melee auto-matically plots fire into the melee squa re .Consequently, do not plot melee until af-ter you have moved your unit. A unit willonly melee in the direction it is facing. Aprevious melee plot is erased when a unitmoves or changes facing.

To plot fire press "F", which will dis-play a menu that will allow you to movethe cursor to the target square and press"T" to target it. Pressing 'N" will high-

light all squares eligible to be targetsquares and pressing "E" will return youto the command menu, inserting a "NoPlot" into the fire plot. Press "N" to put a"No Fire" plat into a unit. The unit will notfire at a target greater than one squareaway thus conserving ammo. A fire plotwill only be accepted if the targetedsquare is within range and in line of sight(see 8.3, Line of Sight). A unit that plots amelee will automatically plot that squarefor fire.

Units that are unable to execute theirpriority fire plot or units without a plotwill fire at the nearest enemy unit in rangeand in line of sight. A unit will cancel itsplot to fire at an adjacent target.

7.15 ReorganizationThe command, "R", will divide a full bri-gade into two demibrigades (A and B)each of equal size. Using the "R" com-mand with the Aand B units of a b rigadein the same squa re will build them up intothe parent unit. This will not be allowed ifboth units have a divisional or corpsleader attached to them. For example, ifHare A contained 250 men and wasstacked with Hare B which contained 350men, Hare A could build into the full bri-gade. Hare A and B would be taken off themap and Hare would contain 600 men. Itcosts 2 OP to divide or build up a parentunit. NOTE: For an infantry unit to use roadmovement, it must be organized into demibri-gades and in column mode.

When units build-up or break down,fatigue, efficiency, and ammo supply areproportionately averaged and given tothe surviving unit(s). Facing, plots, dis-ruption, and mode are all defaulted towhat the surviving unit(s) had before thebuild-up/break down. NOTE: Units maynot be reorganized while they are routed.

A brigade with only one unit on themap has its brigade command controlmodifier defaulted to 0 (it is treated as ifthe other unit was stacked with it.)

8.0 COMBAT PHASESDuring this phase, all fire phases andmelees are resolved. Casualties are taken.Routs, retreats, and advances a re all exe-cuted.

8.1 Combat PhasesThere are a total of five Fire Phases andone Melee Phase during a Combat Phaseas outlined below:n Defensive Artillery Fire Phasen Offensive Artillery Fire Phasen Defensive Fire Phase• Offensive Fire Phase• Retreat/Advance Phase• Defensive Melee Fire Phase• Melee Phase• Retreat/Advance Phase

Defensive Fire Phases are executed by thenon-phasing player and Offensive FirePhases by the phasing player. Messageswill appear on the screen and the map willscroll to fired upon units. Casualties andother combat results will be printed on thescreen. Several possible messages mayappear on the screen during combat. Themost important are listed below:FLANKED! The target unit has been flankedby the attacking unit. This means that theattacking unit is not in the line of sight ofthe target unit or the target unit is in lim-bered or column mode (See Section 8.3).A50% modifier is added to the strength ofthe attacking unit for fire and melee. Inmelee, a flanked defender's strength isreduced by 50 per cent.DEmr4DEx Otm^rArrruvErno! A defendingunit can be outmaneuvered when the at-tacker enters the unit's ZOC during themovement phase and when both the at-tackerand defenderare in woods squares.A unit which has been outmaneuveredhas its defensive fire strength halved.

Succrssrui. ArmcKI An offensive playerwho has just moved next to an enemy tar-get hasa 20% chance of having its strengthincreased by 50%. The 20% is increased by1 for every 2 morale points of the attacker.

22 23

Page 18: Shiloh Grant's Trail in the West

1:

Um.m OR Rolm The units justfired upon will at or rout during thenext Retreat/Advance Phase.Cou nt MFav Axe LaonNG! This mes

-sage appea rs before command control isdetermined for turns 2 and 3. D uringthese turns, Confederate attacks are re-duced to 75% of normal and Union attacksare reduced to 90 % of normal.

8.2 CasualtiesAunit inflicts casualties with its fire basedupon a number of factors. See theStrength/Casualties Modifier Tables forthe factors and their effects.

Artillery units lose guns and artillery-men. They are eliminated when their gunor men count reaches 0. Artillery guns arelost due to combat when enemy artillery isfiring upon them, when they retrea t froman enemy or in melee. Infantry fireagainst artillery results in artillerymencasualties only. An artillery unit will re-treat in melee or fire combat if it losesabout 30% or more of its original strengthin men. Artillery units recover 33% oftheir lost artillerymen per turn. Artilleryunits low on men or artillery units that arestacked alone in a square and limberedwhen fired on by infantry or dismountedcavalry will automatically Artil-lery units low on men suffer less casual-ties as a result of fim.

8.3 Line of Sight and FireIrt order for a unit to plot or execute itspriority fire plot, it must be able see and bein range of the target. Those squares a unitcan see are in its Line Of Sight ( LOS).Squares that are Ina unit's LOS and withinthe maximum range of Its wea pon are inits Line Of Fire (LO. Ranges of weapontypes are listed on the pons/RangeCasualty Table. You may view the line offire of any unit by pressing "V" when theunit is accessed in the Command Menu orTa rget Menu. Pressing "V" in the CursorMenu displays the line of s ight (thosesquares a unit in that squa re and with theindicted facing could see) from thatsquare. During the Night Turn, a unit'sLOF range is limited to 1 square.

Union gunboats have the special abil-ity to fire at some squares they cannot see.These squares are highlighted from thegunboat Target Menu when "V" ispressed. This "indirect" fire ability isun ique to the gunboats.

There are 2 elevation levels on the maprepresenting 4 0 feet of elevation perlevel, Mods represent a 30 foot elevationobstacle and units 5 feet.

8.4 MeleeTo melee, a unit must be plotted for meleeand be undisrupted. It will melee into thesquare it faces and it fired into if the squareis adjacent. All units plotted against thesame square are combined into one attack.Defending units in a melee have an extradefensive fire before melee is resolved.Units expend operation paints to melee(see CostsTable). Units must have enoughoperation points for both fire and melee,otherwise their melee is cancelled. See theModifier Tables and the Melee CombatResults Table for details.

8.5 RetreatsAs a result of rout, fire combat, or melee,units may be forced to retreat. Retreats aremandatory for routed units. Refer to thetable at the back of the rulebook for chanceof retreating during mel. Retreats dur-ing fire combat are determined by theunit's morale and percentage of losses inany one combat result. The lower themorale of the units in the square underattack and the higher the losses expressedas a percentage of men present, the greaterthe chances to re treat. Retreated units willgenerally retreat away from en emy unitstowards the rear of their lines. A unit thatmuts will lose men to capture dependingon the number of adjacent enemy units.Retreating units also suffer casualties incaptured men if they have to enter anenemy A routed unit that retreatsinto or out of an enemy ZOC will losecaptured men and efficiency. Friendlyunits routed onto lose 8 efficiency points.A unit that entreats ends the retreat facingthe same direction it faced in the originalsquare it retreated from. Units that causeenemy units to retreat gain 2 efficiencypoints. Units that retreat lose 3 efficiencypoints.

A defending unit that retreats is auto-matically disrupted. An a rti llery unit willretreat in melee or fire combat if it losesabout 30% or more of its original strengthM men. Artillery units which ret reat endthe retreat in limbered status. Limberedartillery units alone in a square (notstacked with other units) will automati-cally retreat when fired on by infantry ordismounted caval ry.

8.6 Morale, Rout, and RallyA unit's morale is equal to its efficiencyminus its fatigue, A morale check is madefor possible rout whenever a unit takeslosses. A unit with a morale of 4 to 15 hasa chance of muting. A unit with moraleless that 4 muts automatically (EXCEP-TION: units whichtakeless than 10 msuW tieswill not rout). A unit with less than 81 menwill automatically rout when it loses 10 ormore men. When a unit muts, it ret rea tsthree squares. If it will end its ret rea t over-stacked, the unit continues to retreat untilit finds an eligible Artillery nevermuts; it may only retreat.

8.7 AdvancesUnits plotted to advance will advance inthe combat phase into squares vacated byretreating enemy units. Advancing ZOCto ZOC is allo wed,

8.8 DisruptionEvery time a unit suffers losses, there is achance it will become disrupted. A de-fending unit which retreats as a result ofmelee is automatically disrupted . A dis-rupted unit loses its priority fire plot. Itmay not fire except for d efensive meleefire nor may it execute melee plots. A unithas a chance of becoming undisrupted atthe beginning of the turn and at the Mid-Turn Recovery Phase. Its chances andconditions for recovery are found on theDisruption Recovery Table.

8.9 AmmoEach unit carries with it a supply ofammunition sufficient for up to four at-tacks. Every time a unit fires, an ammopaint is expended. When a unit runs out ofammo, it may only defend in melee andfinal defensive Units have an ammu-nition resupply opportunity every turn.See Section 5.2 for more details on ammoresupply.

8.10 Fatigue/Efficiency

A it's fatigue rating is a measure of howtired it is. It gains fatigue when it movesand loses efficiency when it takesSee the Fatigue Gain/Efficiency LassTable for d etails. Fatigue and efficiencyhave a semi-proportional effect on firestrength bles at back).Efficiency minus fatigue equals morale.Since gaining fatigue lowers morale, youmay raise morale by losing fatigue. Youlose fatigue/recover efficiency by havingleft over operation points in the middleand at the end of a turn. One operationpoint wipes out one fatigue point (twooperation points wipe out one fati guepoint if in an enemy A unit willrecover half of its lost efficiency duringthe End of the Day Phase. Also during thisphase, units lose their fatigue completely

Units begin the game untried with anefficiency of ?. This means that the unit'sstarting efficiency is unknown and willnot be known until the unit is engaged incombat. A unit's current efficiency willnever be greater than its original effi-ciency.

9.0 MID-TURN RECOVERYPHASE

During this phase units will check to re-cover disruption, fatigue, and efficiency.

10.0 END-OF-DAY PHASEThis phase occurs after the night nun.During this phase, units lose all fatigue. Inaddition, units recover efficiency equal tohalf of the difference between their start-ing efficiency and curren t efficiency. Unitswill also automatically fortify during thisphase 0 to 2 fortification pointsbased on fatigue, efficiency, and enemyZOC. Units with a fatigue of 40 or morewill not fortify Units with a fatigue ofgreater than 20 and in an enemy ZOC willnot fortify.

During the second phase of the nightturn, Confederate units have specialmovement capabilities. As long as they donot enter an enemy they can move amaximum of 39 squares.

2425

Page 19: Shiloh Grant's Trail in the West

11.0 VICTORY DETER-MINATION PHASE

During this phase, players are awardedpoints for casualties and territorial objec-tives. After the appropriate turn is com-pleted, the game ends and the score iscompared to the victory levels. You mayexamine the map and access units of bothsides after the game has ended.

11.1 Victory PointsPlayers receive victory points accordingto the chart below:

• 1 pt per infantryman/artillerymanlost

• 1.5 pts per infantryman captured• 2 pts per cavalryman lostn 3 pts per cavalryman captured• 100 pts per brigade leader lost• 200 pts per division leader lost• 300 pts per corps leader lost• 100 pts per artillery gun lost• 150 pts per artillery gun captured

Multiply the above numbers by 2 for cap-tured leaders.

Ignore leader points for the Intermedi-ate Game.CONFEDERATE 0HJECTWVE UNION OBJECr1VE

SQUARES SQUARES

10,18 =1000 pts 5, 23 =1000 pts

15,16 = 1000 pts 5, 29 = 3000 pts

20,19 =1000 pts 14,27 = 1000 pts

20,13 = 1000 pts

20, 8 = 1000 pts

16,14 = 1000 pts

13,10 = 1000 pts

25, 8= 3000 pts

25, 7 =3000 pts

To receive points for an objectivesquare, you must control it. Control isdetermined during ReinforcementPhases. To control an objective square,you must have 3000 men in or adjacent toit without any enemy units being in or ad-jacent to it. It is not necessary to keep unitsin or next to a square to maintain control.However, control is lost if any enemy unit,regardless of size, is in or adjacent to theobjective square during a ReinforcementPhase.

11.2 Victory LevelsAt the beginning of each turn, a displaywill appear on the screen showing victorylevels and the scores needed to attainthose levels.

12.0 STRATEGY ANDTACTICS

Union Strategy

FIRST DAY: Union first-day strategyshould be based on a gradual withdrawalto Pittsburg Landing. The Union with-drawal should be conducted to slow andtire the Confederate units as much aspossible but avoid any stand-up fightsexcept from strong defensive positions.The Union forces are much weaker thanthe Confederates and attemptingto hold aline too soon or too far forward will resultin a large number of units routing andbeing captured by the Confederates.

The Union should begin by fallingback to a line that runs northwest alongthe sunken road and then due west from apoint one or two squares above thesunken road. As the Confederates ad-vance, this line will have to be abandoned.The Union player should fall backto posi-tions along the ravines and make his finalstand just in front of Pittsburg Landing.

Artillery should be positioned to therear so that it has a field of fire of 5 or 6squares. Artillery should be withdrawnwhen the Confederates advance to withintwo squares. It should pull back to a newline that permits it to recover from fatiguebefore again engaging the enemy Artil-lery should be saved for the stand beforePittsburg Landing, Pull artillery back intime to set it up, rest it, and (ideally) dig itin for this stand.

Artillery should generallybe set up onthe roads so that it has an escape route. Ifenemy units are adjacent to an artilleryunit at the beginning of a turn, limber theartillery and move it one square to the rearand then force march it one more squareaway from the enemy

Artillery should generally be set upbehind ravines with friendly infantry inthe ravines (if you are weak) or friendlyinfantry stacked with the guns (if you arestrong).

Union infantry should be retreatingone or two squares a turn until it reachesthe Sunken Road line described above. Itmay make a stand for a few turns here,depending on Confederate actions, beforeretreating to lines further back.

The Union player needs to avoid hold-ing on too long or the Confederate forceswill punch through his lines and isolateunits. Attempting to "rescue" surroundedunits will often result in more Union casu-alties than the isolated units contained.The Union player should resign himself to"writing off" a certain number of unitsduring the first day

Units with an efficiency of less than 40should be kept out of the fighting as muchas possible. If they have to be used, theyshould be used in a protected position.Units with a morale below 35 should besimilarly protected. Rest these units andunits which are out of ammo or are dis-rupted behind the line before they rout.Once they have recovered, they can re-enter the battle.

Union cavalry should be used toscreen the Union withdrawal. This willmean a large number of cavalry casual-ties.

Union gun boats should be broughtinto action as soon as possible. They willkeep Confederate forces away from theriver.

Be prepared to trade space for time onthe first day The only piece of terrain theUnion can't afford to lose to the Confeder-ate on the first day is Pittsburg Landing.

SECOND DAY. On the second day thetide should turn in the Union's favorAssuming the Union hasn't suffered toomany losses, it should be about 40%stronger than the Confederate.

The Union player should attack vigor-ously on the second day The Confederateplayer should have entrenched during thenight and the Union needs to breakthrough this trench line. A broad frontattack with extra units committed to thebreak-through point is a good way to dothis.

Once the Confederate is out of thetrench line, press him hard to take victorysquares and inflict casualties. Always tryto surround units. Surrounded unitswhich rout will lose large numbers of mento capture for extra victory points.

Confederate Strategy

FIRST DAY Attack. On the first turn, hitPeabody's men with Hardee's Corps. Ifthese units rout, they will not return forthe rest of the game. Depending on the OPavailable for movement, you should alsoattack Hurlbut and Miller's units. Onceyou get the Yankees on the run, press themhard and don't let up.

Don't expect to take Pittsburg Landingon the first day Concentrate on cripplingthe Union army Attack green units when-ever possible in the hope that they willhave a low morale and rout. Attempt tosurround units and capture guns. Orderyou men to advance after combat wher-ever practical, as this is the best way tosurround the enemy

Melees should be used where theypermit your forces to advance and cut offenemy units.

When possible, move your artillery onthe road into an enemy ZOC, unlimber,and fire. You may have to force march todo this.

Keep units with a morale of 30 and lessout of the line. If facing a strong Union lineor guns, keep units with a morale of 40 orless out of the line.

Use one phase in every three or fourturns to rest your units.

Stay away from the gun boats. Do notgo next to the river

Use the bonus night turn (end of firstday) to set up a strong line to withstandthe Union counterattack.

SECOND DAY Unless the Union hasbeen drastically weakened during thefirst day's fighting, the Confederateplayer should expect to spend the secondday defending. The South should start thesecond day in fortifications it has con-structed during the night. Hold on tothese.

2726

Page 20: Shiloh Grant's Trail in the West

14

4

fl

#2#1

SHERMAN

#3#4GRANT

COMMAND CONTROL EXAMPLESThe main job of the Confederateplayer is to hold on to the Victory Squareshe wan on the first day. This is not to saythat local counter attacks are inappropri-ate to take advantage of Union over confi-dence.

TacticsBelow are listed a number of suggestionsand hints to sharpen the tactical edge ofthe armies. Well conceived and thought-out plans can be foiled and defeated withpoorly executed maneuvers.

1. Artillery is a potent weapon. Its weak-ness is the exposed crew Players will findthat extended bombardmentswill result in units low in ammo and mo-rale. Rest your artillery There are timeswhen you shoWdn't fire until you see "thewhites of their eyes". Before you assaultan artillery position, be sure that the op-posing artillery has been weakened.

2. Rank shots not only give a bonus in firecombat, but give a significant bonus inmelee.

3. Watch for disrupted units. They can'tfire most of the time and are reduced inmelee on the defense (they can't even at-tack on the offense).

4. Retreat units with a low efficiency be-fore they rout. Once a unit with an effi-cienry of less than 40 routs, it can never berallied.

5. Watch your command control. It has atremendous effect in the game. Keep yourbrigades, divisions, and corps together.

6. Be careful where you place leaders.Their loss can be catastrophic to yourcommand control.

7. Keep in mind that enemy units willlose a considerable number in capturedmen when they mut in an enemy ZOC.

8. Melee is deadly in this game. All unitsinvolved are greatly affected. It does putthe matter of who owns the square to rest

quickly.

9. Be aware that in this game, advantageshave been given to the attacker whomoves next to the enemy, especially inwoods.

10. Watch the various modifiers on aunit's strength. A unit can very quickly bereduced to practically nothing, givenenough modifiers applied against it. Becareful to rest fatigued units. Fatigue di-rectly strength and brings a unitcloser to the breaking point. Resting alsorestores efficiency

Study the terrain and elevation of theground you are fighting over. Clear linesof sight, especially for artillery will makea difference.

12. Make sure you will have enoughoperation points to fire and /or melee.

13. Use double-time marching judi-ciously.

14. Fortify whenever you are not in con-tact with the enemy Give yourself enoughtime to recover from the fatigue.

15. Remember that the "NO plotwill allow a unit to fire at units next to him,but not any further. A handy way to con-serve ammo and fatigue for long-rangedartillery.

16. Units can plot fire into an emptysquare in anticipation of enemy unitsmoving into that square the next phase.This option allows you to control your fireon an advancing enemy line.

17. Avoiding losing extra units in vainattempts to rescue surrounded forces. Themost common result of such attempts is tolose the rescue forces as well. n

The examples below involve the brigadesof McDowell, Stuart and Buckland of Sher-man's Division of Grant's Corps.

During the Command Control Phase,Grant is declared as CONFIDENT and Shermanis CONFUSED. The brigades of Sherman aresituated as follows (#4 is a unit from a differentdivision, but same corps): Keep in mind that aunit loses 5 command points per square awayfrom its other half brigade, or division leader,and loses .5 command points (Union) persquare away from its corps commander.

The #1 unit has the leader Shermanattached to it The #4 unit belongs to adifferent division and has Grant attached to it

The #1 unit is a full brigade that is 0squares in range from its divisional leader and2 squares from its corps commander. It isdocked 0 command points for the half brigade(the brigade has not broken down), 0 com-mand points for the divisional leader, and 1command point for the corps commander. itsbase command control is 28/1 or 28.0 which isrounded down to the maximum of 1.5.

The #2 unit loses 0 for the half brigade, 20for the division, and 2 for the corps. Its base is28/22 or 1.27 which is rounded down to 1.2.

Tice #3 unit loses 0 for the half brigade, 10for the division, and 1 for the corps. Its base is28/11 which is rounded down to the maxi-mum of 1.5.

Since Grant was declared CONFIDENT,none of the units of this corps lose additionalpoints for the performance of the corps leader;Sherman however was CONFUSED, subtract.ing 0.3 command control from each brigade inhis division. This results in unit #1 receiving afinal command control of 1.2, unit #2 acommand control of 0.9, and unit #3 acommand control of 1.2.

In the example above, if Grant had beenattached to unit #2 instead of unit #4, thespecial rule that units in the same square ornext to a corps commander ignore the range oftheir division commander would go intoeffect This would result in the followingcommand control values:

Unit #1 HALF = 0DIV =0CORPS = 2BASE = 28/2 or 1.5CONFUSED =FINAL = 1.2

Unit #2 HALF = 0DIV = 0CORPS = 0BASE = 1.5 (MAX)CONFUSED = —0.3FINAL = 1.2

Unit #3 HALF -0DIV = 10CORPS = 1BASE = 28/11 or 1.5CONFUSED = —0.3FINAL = 1.2

The above examples illustrate the need forproper placement of division and corps com-manders. It shows how a corps commandercan bolster the control of a dispersed division.

28

Page 21: Shiloh Grant's Trail in the West

CONFEDERATE ORDER OF BATTLE

0 RUSSET- A 6 CLARK 15 POLK 75 2060 R RFl 6,29 1

I RUSSEL-li

2 STEWART - A 6 CLARK 15 POLK 25 2072 R RIM 6,29 1

3 STEW ART - B

4 JOHNSON-A 9 CHEATHAM 1.5 POLK 25 1770 R RFL 6,29 1

s J OHNSON - 13

6 STEPHEN - A 9 CHEATHAM 15 POLK 25 1809 G RIM 6.29 1

7 STEPHEN - B

8 GIBSON - A 12 RUGGLES 15 BRAGG 15 2560 R MSK 3,27 1

9 G1BSON - B

10 ANDERSON - A 9 RUGGLES 15 BRAGG 15 1634 G MSK 2,26 1

ii ANDERSON - B

12 PONE]- A 5 R.UGGLES 15 BRAGG 15 2660 G MSK 3.26 1

13 POND-B

14 GLADDEN - A 9 WITHERS 25 BRAGG 15 2754 G MSK 9,28 1

15 GLADDEN - B16 CHALMERS - A 9 WITHERS 25 BRAGG 15 2039 G RFL- 6,29 1

17 CHALMERS - B

18 JACKSON - A 5 WITHERS 25 BRAGG 15 2208 (3 MSK 5.28 1

19 JACKSON-13

20 SHAVER-A 9 HINDEMAN 15 HARDEE 25 2360 G MSK 9,2.5 1

21 SHAVER - R

22 CLEBLFRNE-A 12 HINDEMAN 15 HARDEE 25 2450 G MSK 6.25 1

23 CLEBURNE-B24 WOOD-A 10 HINDEMAN 15 1-HARDEE 25 25(!4 G RFL 7,26 1

25 WOOD-B

26 TRAF3UE-A 12 BRKNRDGE 25 JOHNSTON 30 2400 0 MSK 5,29 1

27 TRABUF-B

28 BOWEN - A 9 BRKNRDGE 25 JOHNS1 ON 30 ] 100 G RFL 5,29 3

29 BC7WEN - B

30 STATHAM - A 9 BRKNRDGE 25 JOT- NSTON 30 1670 G RFL 5,29 1

31 STATHAM - B

32 BREWER 12 POLK 769 R 5HG 5,29 1

33 TEX. RNGR 12 POLK 769 R RHO 0,14 3

34 ALA. RNGR 12 BRAGG 817 R I'ST 2.27 1

35 CJ.ANTON 12 BRAGG 969 R RrC 6,29 1

36 GA. DRUON 9 HARDEE 606 R Ric 25,29 5

37 ADAMS 9 HARDEE 606 R MSK 25,29 5

38 FORREST 14 JOUNS1t7N 785 R 511E 25,29 5

39 BANKHEAD POLK 192 R 12 51516 6,29 1

40 SMITH POLK 192 R 12 SM6 6.29 1

41 HODGSON BRAGG 256 R 161-112 2,27 1

42 GIRARDEY BRAGG 224 R 14 SM6 5,28 1

43 SWETT HARDEE 320 R 20 SM6 5,27 1

44 SHO1.;D JOHNSTON 7Z4 R 141-112 5,29 I

45 LYON JOHNSTON 288 R l8 SM6 5,29 1

46 RUTLEDGE IQHNSION 192 R 121 4112 5,29 I

31

Page 22: Shiloh Grant's Trail in the West

UNION ORDER OF BATTLE

UNIT/ NAME •

UBADBR BONUS DIV1M W4

DIVISION ODRPS

WEAPONS

SETUP

SQUARE

xvRN

H^TI'iY

47 1-iAU - A 5 McCLND 15 GRANT 50 1223 R RFL 13, 948 HARE - 5 McCLND 15 G RANT 50 1223 RFL 13,10

49 M - A 6 McC LNl) 15 GRANT 50 770 MSK 11,13 1MARSH - B 6 McCLND 15 GRANT 50 770 R MSK 11,14R AIM - A 6 McCLND 15 GRANT 50 951 RFL 12,17 1

RAITH - B 6 McCLND 15 GRANT 50 951 R RFL 13,17 1

TUTTLE - A 5 WALLACE 25 GRANT 50 902 R RFL 20, 8 1TUTTLE - B 5 WALLACE 25 GRANT 50 902 RFL 21, 8MRTH UR - A 10 WALLACE 25 GRANT 50 1148 R RIH 17, 6 1McARTI 1UR - B 10 WALLACE 25 GRANT 50 1148 R 18, 6 1SWEY - A 9 WALLACE 25 GRANT 50 1816 R RFL 19, 4SWEY - B 9 WALLACE 25 GRANT 50 1816 R RFS_ 19, 5

M. SM ITh - A 4 L WALLACE 15 GRANT 50 1998 R RFL 13, 0 8M. SMITH - BMAY - A 5 L WALLACE 15 GRANT 50 2236 R RFL 13. 0* 8TI /AYER - B

WH1TSY - A 5 L WALLACE 15 GRANT 50 2541 R RFL 13, 0* 8WI I/ TSY - BWILLIAMS - A 5 HURLBUT 25 GRANT 50 1162 RM 19,13WILLIAMS - B 5 HURLBUT 25 GRANT 50 1162 19,14VEATCH - A 4 HURLBUT 25 GRANT 50 1292 G R/M 17, 9VEATCH - B 4 HURLBUT 25 GRANT 50 1292 G RIM 17,10I UMAN - A 10 HURLBUT 25 GRANT 50 761 R RIM 20,13LAUMAN - B 10 HURLBUT 25 GRANT 50 761 21,13Mc WEn - A 4 SHERMAN 35 GRANT 50 965 U1. 5,18McL WEI-1_ - B 4 SHERMAN 35 GRANT 50 965 R FL 6,18STUART - A 5 SHERMAN 35 GRANT 50 655 0 RFL 23,22STUART- B 5 SI IERMAN 35 GRANT 50 655 G EEL 24,22H1LBRND - A 4 SHERMAN 35 GRANT 50 917 G MSK 11,19HILBRNI) - B 4 SHERMAN 35 GRANT 50 917 G MSK 11,20BUCK D • A 5 SHERMAN 35 GRANT 50 1054 RIM 8,18BUCK LND - B 5 SHERMAN 35 GRANT 50 1054 M 9,18P WDY - A 11 PRENTIS 15 GRANT 50 1395 MSK 11,22PE_A BODY - B 11 PRENTIS 15 GRANT 50 1395 G MSK 12,22MIUM - A 8 PRENTIS 15 GRANT 50 1255 G R/M 15,24MILLER - B 8 PRENTIS 15 GRANT 50 1255 RIM 16,24ROUSSEAU - A 11 M1COOK 15 BU 20 2222 0 RFL 25, 7ROUSSEAU - B

KIRK - A 8KIRK - B

GIBBON - A 5 McCOOK 15 BUELL 20 2594 0 RFL 25, 7GIBBON -13AMMEN - A 5 NELSON 30 BU EL 20 1528 G RIM 25, 7AMMEN B

HA - A 9 NELSON 30 BU EL 20 1424 0 UM 25, 7 8HAZEN - B

BRUCE - A 9 NELSON 30 BU ELL 20 1589 R RIM 25, 7BRUCE - B

BC7YLE - A 5 CRITTNTN 15 BUELL 20 2179 RIM 25, 7BOYLE • BW. SMMI - A 8 CR1TTNTN 15 BUELL 20 1462 G R/M 25, 7 8

UNION ORDER OF BATTLE (coned)

BRIGADEER

NAME BONUS DIVISION

DIVISION CORPSIEADER LEADERBONUS CORPS BONUS MEN EFE. WEAPONS

SET UPOR ENTRY

SQUARE

TURNOF

98 W. SM1 - B99 GARFIELD - A 4 WOOD 25 BIIEI-I. 20 1500 G RIM 25, 7 14

100 0 ARFlELD - B101 WAGNER - A 5 WOOD 25 BL1 L 20 2000 G MSK 25, 7 13102 WAGNER • B

CAVALRY103 1 1ENN 12 GRANT 583 R CRB 11,16 1

104

105

2/5 TENN4 TENN

9

9GRANT

GRANT297

861

R CRBR CRB

11,1720,16

1

1106 6 TENN 9 0 RAM. 626 R CRB 17,21 1

ARTILLERY 4 OVNS

107 TENN ARM GRANT 256 R i6 524 25, 8 1108 TENN ARM GRANT 160 R 10 SM6 24,8 1

IA TENN GRANT R 10 SM6 11,15 1110 1B TENN GR NT 160 R 10 IRO 13,11 1111 2 TENN GRANT 288 R 18 P10 22, 8 1

112 3 TENN GRANT 192 R 12 SM6 13.0113 4 TENN GRANT 256 R 16 SM6 20,12 1

114115

116

S A TENN

5B TENN6 TENN

GRANT

GRANT

GRANT

192

192192

R 12 SM6

R 12 JRG

R 12 JRG

8,16

11,18

16,24

1

1

117 OHIO ARM RI ELL. 256 R 16 N12 25, 7 8

GUNBOATS1 I. 8119

LEXINGTONTYLER

110

150R NO8R 5 " NOES

27, 0

28, 0

S

EF = EFFICIENCY R= REGULAR 6 = GREEN

* If 13,0 and 12,0 are blocked,these units will instead enter square 21,0.** The number shown is the maximum each boat could bring to hear against a single target

at a time. The U.S.S. Lexington actually carried six guns (four 8-inch Dahlgrens and two32pound smooth bores) and the U.S.S. Tyler actually carried eight guns (six 8-inchDahlgrens and two 32-pound smooth bores). Both boats were converted prewar riversteamers.

32 33

Page 23: Shiloh Grant's Trail in the West

Change mode 4 4 4 N/Ato normal,dismounted, orunlimbered [31 [5]

Enter or leave +2 +1 -1-3 Penemy ZOC

Move from +5 +3 +7 Penemy ZOC toenemy ZOC [2]

Fortify

Reorganize

Melee (attacker)

Melee (defender)

Fire in fire phase

8 8 P 8

2 NJA iii/ A N/A

2 2 P P

2 2 2 2

2 2 P 4

TARGET LOCATION FIRE MOD. MELEE MOD- in the Fire and Melee Phase& In the FirePhases, the flanked unit would fire with a 1.0

Clear 1.00 l.00 modifier (if it had a target) but would meleeHeavy Woods 0.40 0.40 with a 0.5 modifier.Light Woods 0.70 0.70 3. An artillery unit in woods firing at a unit inWoods/Church 0.70 0.70 woods would receive a 0.49 (0.7x4.7) modifier.Peach Orchard 0.70 0.70Ravine 0.70 1.30

Stream 0.80 0.80

Swamp 0.80 0.$0 1 1 • ^1 '

Ford/Bridge 1.00 1.00 1

Higher Elevation 0.70 0.70

Sunken Road 0.50 0.70 Leader Bonus: Direct Modifier. A leaderwith bonus of 20 would multiply casualties

FIRING UNlrs LOCATION FIRE MOD. MELEE MOD.in flicted by the unit it is with by 1.2.

Stream 1.00 0.70 Target Density: For fire combat, 196 moreFordlBridge 1.00 0.90 casualties per 50 men when more than 1000

Ravine 1.00 0.60 men are in the target square. 1% less casualties

Artillery in Woods 0.70 1.00 when less than 1000 men. Maximum modifierof 1.4.

All Others 1.00 1.00Density of Firing Unit's Square [Non-artil-

SPECIAL CONDITIONS FIRE MOD. MELEE MOD.lery): If over 1000 men are firing from the

Target unit is flanked I.50* 1.50*** square, a modifier of 1% per 50 men over rhis

Firing unit is disrupted 0.50" 0.50 number is subtracted from the firing strength

Firing unit is routed 0.50 0.50. (1200 men = .96 modifier). Luring melee, thismodifier is 1% per 100 extra ::ien for an attack-

Firing unit outofammo 0.30 * r

0.70 ing unit (1200 men = .98 modifier).

* During Final Defensive Fire, the modiferis 0.5 for the flanked unit firing.

`* May only fi re during Final Defensive Fireand with these modifiers.

The flanked defender in Melee and FinalDefensive Fire has a modifier of 0.50.The flanker has a modifer of 1.50.

*'' May only defend in Melee and with thismodifier.

The Fire and Melee strength modifiers wouldsupport the following examples

1. A target unit in woods on higher elevationthan the firing unit would result in modifier of0.49 (0.7x0.7) in the Fire Phases and the MeleePhases.

2. A target unit flanked by a firing unit in clearterrain would give the firing unita 1.5 modifier

Fortification Level: The firing unit is penal-ized by 10% per level that the target is fortified.A fortification level of 5 would give a modifierof 0.5.

Efficiency: Semi-Direct Modifier. For everytwo points a unit's efficiency is below 100, irsstrength is reduced by 196. Example: A unitwith 600 men and an efficiency of 60 wouldhave a strength equal to 600 X .80 or480 men.

Fatigue: Semi-Direct Modifier. Strength isreduced by 1% for eve ry 2 points of fatigue_Fatigue of 20 would give a modifier of .90.Example: A unit with 1000 men and 20 fatiguewould have an effective strength of 1000 X .9or 900.

Command Controb• Direct Modifier. Aunit's strength is multiplied by its commandcontrol. Example: A unit with 750 men and acommand control of 1.3 would have a effectivestrength of 975.

Artillerymen: Each gun requires 16 artillerymen to fully support it. When artillery fires,it receives a modifier proportionate to thenumberof Olen it hasto man its guns. A Unionartillery unit with six guns would need 96 mento function fully. If it lost 19 men (20%), theunit's strength would be multiplied 0.8 todetermine its effective strength tit would be at80% of full strength).

Random Modifier- 1.0 to 1.2 modified bythe level of play.

Unit Outmaneuvered- Firing Unit's strengthis cut in half for that attack.

Successful Attacks Firing Unit's strength isincreased by 5095 for that a ttack.

Maximum and Minimum Modifiers: Allmodifiers are cumulative with a maximum of2.0 and a minimum of 0.2.

All modifiers are cumulative as shown inthe example

A unit firing under the conditionswould receive the indicated modifiers (allmodifiers are multiplied together).

INN. MTD. LLMSS. LJNLIM1tTERRAIN/ACTION DIS. CAV. CAV, ART. ART.

Clear/Peach 2 (3) 1 ( 2) 2 ( 3) POrchard

Light Woods 3(4) 2(3) 3(4) P

Heavy Woods 4(6) 4(6) 7(9) P

Swamp 6(8) 6 ( 8) P P

Ravine 3 (4) 7(9) 7(9) P

Ford 3 ( 5) 1(2) 5(7) P

Bridge 1(5) I N 1 ( 5) P

Roads [11 1 I 1 P

Stream 4(6) 1(2) 5(7) P

IN F. MID. 1. i Ms. LNIA MB.SPECIAL ACTIONS n1S. CAV. CAV. ART. .ART.

Enter higher +1 +1 +2 Pelevation

Change mode 2 2 N/A 2to column,mounted, orli mbered [41

Firer has 2000 men in square = 0.80- Target in light woods = 0.70- Target has 3000 men in square = 1.40- Firer in column mode = 0.30- Firer has 75 efficiency = 0.87- Firer has 15 fatigue = 0.93

Firer has leader bonus of 15 = 1.15- Firer has command control of 1.3 = 1.30

Random modifier is 1.3 = 1.30

TOTAL 0.28

A unit above with 2000 men would fire with astrength of 560. (With rifles at range one, itwould kill 22 to 26 men.)

Numbers in parentheses refer to diagonalmoves - directions 2, 4, 6, and 8 (1, 3, 7, 9 onthe IBM keypad). For the BASIC game, pleaseignore the numbers and letters printed inblue. ZOC stands for zone of control, which is awargaming term for the squares next to a unitP= Prohibited and N/A= Not Applicable.

Notes:- Gunboats pay I OP per square.- Unit 107 (TENN ARM a rtillery unit with

S24 guns) pays triple movement costs(including elevation).Column or mounted mode road-to-roadmovement costs 1 Operations point (2operations points to enter a road in a

ravine).- Operations points to enter Sunken Road in

normal or dismounted state are doubled.

- O p costs are doubled during the nightturns.

- Retreats and Advances have no OP cost.

[1] Infantry units must be demibrigades (Aand B reorganized) to receive road move-ment benefits.

[2] In order to be able to move enemy ZOC toZOC, a unit must be moving into afriendly occupied square.

131 Artillery units cannot change mode in aravine square.

141 Units in woods pay 3 OPs to change intothese formations. Units pay 2 extra UPs ifin an enemy ZOC.

[5] Units in woods pay 6 UPs to change intothese formations. Units pay Z extra OPs ifin an enemy ZOC.

Page 24: Shiloh Grant's Trail in the West

I1% 27% 42% 58% 73% 100911

I T 7 120 12 27 43

6 358.

A unit has a chance of being disrupted based on the number of men in the unit and its number ofcasualties. The chart below gives some examples:

CHANCE CHANCE CHANCE CHANCE CHANCE CHANCEMEN NO CHANCE WITH WITH WITH WITH WITH WITH

IN LJN1T OF DiSRUPTiON N LOSSES Q LOSSES W LOSSES W LOSSES 100 LOSSES IW LOSSES

DISRUPTION RECOVERYTABLE

WEAPON/RANGECASUALTY TABLE

Recovery from disruption is based on com- RANGE IN SQUARESmand control and whether or not a unit is in WEAPON IYPE 2 3 7.10 11,15

an enemy ZOC. Musket MSK 3 0 0 0 0 0Rifle RFL 4 2 0 0 0 0NO IN

COMMAND CONTROL ENEMY ZOC ENWY ZOC Musket

Rifle/UM

UH

3 I5 2

00

00

00

00.5 35% 17%

.6 40% 20% Henry Repeater

.7 45% 22% Rifles/Carbines 4 l 0 0 0 0

.8 50% 25% Carbines CRB 4 1 0 0 0 0

.9 55% 27% Shotgun SHG 4 0 0 0 0 01.0 60% 3 M1 Pistol PST 2 0 0 0 0 0LI 65% 32% 12 lb. Napoleons NAP 14 4 2 1 0 01.2 35% 10 lb. Parrort P10 8 5 4 2 1 01.3 75% 37% 12 lb. Flowiner HI2 16 2 2 1 0 01.4 80% 40% 6 lb. Smooth Bore SM6 8 2 2 1 0 01-5 85% 42% James Rifle J RG 8 5 4 2 i 0

Siege Gun S24 1864 2 2 132 lb. Smooth Bore NG8 20 3 1 1 I 1

8 in. Dahlgren

The number under the range column corre-sponding to the proper weapon type is thenumber of men suffered as casualties per 100men firing for small arms and per one gun forthe artillery. The casualties derived here arefurther modified by various strength/casualtyvalues.

DISRUPTION TABLE FATIGUE TABLE EFFICIENCY TABLE

ACTION

Fire and Melee CombatInfantry and Cavalry +3Artillery +8

Enter clear terrai n/peach orchard +1

Enter light woods +1Enter heavy woods +2Enter swamp +lEnter ravine +2Enter ford/stream/bridge +1Enter road-to-read square or +1

(randomlydependent on

efficiency)Fortify +15Per 1 operation point +6

of double-time

MELEE RESULTS

The attacker's modified strength is divided bythe defender's modified strength to dete rm inethe odds which govern the lo sses and retreatsfrom melee. The odds of 2 to I are consideredthe break-even point. The defender or attacker(not both) may retreat according to the chartbelow. The defender is checked first and thenthe attacker (provided the defender does notretreat).

ODDS

34 CHANCEAWACK FR

% CHANCEDEFENDER

<0.3 60 10

0.3 to 0.49 50 20

0.5 to 0.99 40 30

1.0 to 1.99 30 40

2.0 to 2.99 20 50

3.0 to 3.99 0 60

4.0 to 4.99 0 70

5+ 0 80

ACTION COST

Unit moved onto by routing unit -8Leader killed in unit -5Unit stacked with unit that routs -15Unit retreats -3Unit causes retreat +2Per casualties of 5 men -1*

* A unit with more than 600 men suffers pro-portionately less efficiency A unit with900 men would lose 67% less and a unit with1200 men would lose 50% less efficiency.

RALLY

Generally speaking, the higher the morale andcommand control a unit has, the greater itschances to rally. See chart below for examplesof percentages to rally. (NOTE: A unit whichbegins the game with an EFFICIENCY of lessthan 40 will never rally-)

COMMANDCONTROL 31

M 0 R A I. E40 80

.5 42% 47% 59% 71%

.6 43% 48% 72%

.7 44% 49% 61% 73%

.8 45% 50% 62% 74%

.9 46% 51% 63% 75%

1.0 47% 52% 76%

1.I 48% 53% 65% 77%

1.2 49% 54% 66% 78%

1.3 50% 55% 67% 79%

1.4 51% 56% 68% 80%

1.5 52% 5796 69% 8196

36 37

Page 25: Shiloh Grant's Trail in the West

CONFEDERATE ORGANIZATIONAL CHART UNION ORGANIZATIONAL CHARTxxxx

41,213 JOHNSTON118 guns

xxx xxx xxx xxx

POLK BRAGG HARDEf BRECKINRti]GE (I01INSTON'f

1 11 1!I Reserve His[oricaIIy, this

9633 16121 8856 6409 corps was under

24 guns 30 guns 20 guns 44 guns Breckinridge'scomniarid-

9611 XXX 24 ns However, wehave takrn tl se

1.5.38 Cay. POLK Arc 24 Bans Liberty ofsubstituting

1711 Johnstnnasthecommanding

XX 4132 xx 3579 officer n thisgame.

CLARK CHEATHAM

Russel 2060 Johnson 1770

Stewart 2L172 Stephen 1809

Army of the Tennessee I 63438 iguns351

Army of the Ohio!!1 i

xxxx xxxx

43722GRANT BUELL 619476

128 kuns tb guns

Naval 9 guns

4372_' xxxx 128 guns

2361 Cay. G Z Art. 2048128 guns

39.307

XX xx xx

McC:i_ERNAND W. WALLACE L. WALLACE I HL RLBuT I I SHERMAN

5888 77.32 6775 64.30 7182

PRVNTJSS I

5300

16121 XXX 30 guns

1786 Cay. RAGE Ar 48030 Runs

13855

xx 6854 XX 7001

RUCCLUS ITHERS

Gibson 2560 Gladden 2754

Anderson 1634 Chalmers 2039

Fond 2660 Jackson 2208

8850 XXX 20 guns

1212 Cay. HARDEE Am 32020 guns

XX 7318

THINDEMAN

Shaver 2360

Cleburne 2450

Wood 2508

6609 XXX 44 guns

^HNST^N Art. 704785 Cay. 44 guns

XX 5120

B RECKIN Rf DGA

Trahur 2400

Bowen 1100

Statham IkW

xx 58811 Xx 7732 XX 6775

McC:LEKNAND W. WAl.LAC E I

I.

Hare 2446 Tu ttle 1804 th 1998

Marsh 1540 McArthur 2296 2236

Rairh 1902 Sweeny 3632 rresey 2541

XX 6430 XX 7182 XX 5300

HL)RLBUT 1 SHER1v1AN PRENTISS

Williams 2324 McDowell 1930 Peabody 2790

Veatch[ 2584 Stuart 1310 hliklcr 2510

lxuman 1522 Hildebrand 1834

Buckland 2108

xxxx

L6 gunsBUELL An' 1 6 guns

1 ] 9220

3 3 6 Xc 4541 3641 3500

McCOOK T'^_eTCRITTENDEN WOOD

Rousseau 2222 1528 Bode 2179 Garfield 1500

Kirk 2722 Hazen 1424 W. Smith 1462 Wagner 2

Gibson 2594 Brucr 1589

38 1 39

Page 26: Shiloh Grant's Trail in the West

NOON, APRIL 6, 1862EARLY MORNING, APRIL 6, 1862 (about 9AM)

A.xxx XC

HAR6U

• M BRAGG• -• •-

xxx •%I

Ixxx

BR CKINR1DGE

xx

Z PREN

HORLBUT

AHAJ. McARTHUR

E STUART

41

Page 27: Shiloh Grant's Trail in the West

xx ^ xxxxSHERMAN GRANT

xx

BUELL

_ MCCLERNAND HURLBUT NELS

u

HARDEE

PRENTISS a '

^k- { w^

P K

B EC NRIDGE

II

AFTERNOON TO END OF DAY, APRIL 6,1862

® W.WALLACE

SECOND DAY, APRIL 6,1862

43

Page 28: Shiloh Grant's Trail in the West

SHILOH: Amateur Night in TennesseeBy Robert S. Billings

M

ajor James E. Powell of the 25thMissouri moved carefully be-tween the trees, peering ahead

anxiously through the pre-dawn dark-ness. He heard the rustle and snappingof the five companies marching behindhim. He didn't like this stumblingblindly about in the dark looking for anenemy apparently no officer except him-self and Colonel Peabody believed ex-isted — at least short of the Confederateencampment more than twenty milesaway at Corinth, Mississippi.

Major Powell didn't like a lot of thingshe'd been seeing lately. Like those but-ternut-clad soldiers he'd noticed watch-ing his whole division pass in review ontheir drill field the previousafternoon,

He had managed to convince the divi-sion commander, Brig. Gen. BenjaminM. Prentiss, to send out a patrol. Thecommander of the patrol reportedthey'd moved out three miles and foundnothing. That was enough to convincethe general. Most of the generals werepolitical appointees, new to the military,and they didn't want to look bad. Noth-ing made a new general look foolish soquickly as acting like a nervous Nellieover every false report of an "enemynearby

General William T. Sherman hadlearned this to his sorrow back in Ken-tucky when he'd thought he was facingan enemy of countless thousands. He'dlost his command for a time, and thenewspapers were making snide refer-ences to his "insanity" He was finallyback commanding a newly formeddivi-sion — but he sure wasn't doing anyover-reacting to reports of an enemypresence. Recently a subordinate officerhad made ready a patrol to investigate areport of hund reds of the enemy with

two pieces of artillery near the Unioncamps. Sherman had found out aboutthe patrol and refused to let it go out.Then there was the matter of ColonelJesse J. Appler of the 53rd Ohio. Anotherpolitical appointee without militarytraining or knowledge, he'd turned outhis entire regiment when same of hismen said they were fired on by a wholeline of Confederate pickets. Applewouldn't try that again soon. His mes-senger bearing a warning to Sherman re-turned just in time to shout out thegeneral's reply so the whole regimentheard it: "General Sherman says takeyour damned regiment back to Ohio."That might have made General Shermanfeel mighty and Colonel Applerpretty small — but it didn't tend to makeother officers feel diligent about activepatrolling.

Appler was pretty old for start-ing out as an inexperienced regimentalcommander — nobody would listen tohim. But fortunately Major Powell had abrigade commander in whom he had alot more confidence. He was ColonelEverett Peabody — a tali, impressiveman of some accomplishments. He wasno Ylfest Pointer, but a Harvard-edu-cated engineer, used to making key deci-sions while building railroads in the

He might be fairly new to the mili-tary but he trusted his own judge-ment, didn't mind speaking up when asuperior was and had the guts tocarry out what he kit had to be done.And if he had trouble getting a neededaction approved, he'd go ahead and do itfirst, then worry about the approval. Anarmy always had lots of generals tryinghard to look like unconcerned veterans,and even more nervous and probably in-competent Applers. But if an army wasever going to succeed, there had to be afew like Peabody around to make up forall the rest.

45

Page 29: Shiloh Grant's Trail in the West

Colonel Peabody went straight to Gen-eral Prentiss and told him the army wasin danger of attack and had damn wellbetter be put in a prepared state. TheColonel wanted to put some artillery inposition to defend the camp and toready the entire division for an immi-nent attack. The General scoffed at thewhole idea. Peabody went back to hisbrigade cursing the stupidity of somehigh-ranking officers.

A little scoffing would intimidate anApple; but not Peabody He got to-gether with some of his officers and toldthem he was going to act on his own -to hell with sitting there stupidly just be-cause some idiot with a general's rankdidn't have sense enough to put two andtwo together. Peabody determined tosend out a very early patrol before lightthe next day. I€ his camp was going to beattacked, he'd damn well have somewarning of it in time to do somethingabout it.

Thus it was that Major Powell hadbeen sent out with five companies atthree o'clock to find what the hell wasout there. General Prentiss could like itor not, but Major Powell was deter-mined to give Peabody a genuine recon-naissance and an accurate report. If therereally was an enemy out there, by Godhe'd find it in time to get the army out ofbed before the attack came.

Suddenly, as dawn began to lightenthe sky, one small detachment of Pow-ell's men saw a Confederate horsemanjust ahead. They tried to pull back andjoin their main body Then they heardthree quick shots and the sound ofhorsemen retreating.

Vlbre these part of an isolated patrolor the vanguard of a vast army? Powellhad to find out.

Combining his separate groups into askirmish line, Powell sent it forward intothe field that loomed ahead in the dimlight of dawn.

Again they were fired on this timeby a small group of riflemen who alsohad to retreat before them. Still theUnion troops marched straight aheadinto the slowly lightening field,

Once again firing suddenly broke out.It was only another small group of Con-federate pickets who quickly withdrew.So Powell's five companies plodded ontoward a knoll they could just make outin the gray light of dawn.

Suddenly they saw, waiting for themto close the range, a long line of kneelingriflemen. Powell's men immediately be-gan firing. The return volley of thekneeling men hit them like a sudden fur-nace blast. The battle at last had begun,

S

hiloh was a battle of accidents andstupidities; of wonderful might-have-been's and calamitous al-

most-were's; it was most of all a battle ofterrible ironies. Perhaps the greatestirony of all was that this horrible blood-letting, the largest and most costly battleup to that time in American history, wasfought around and named after a smallwooden church at "Shiloh" — whoseworshippers had been inspired to call itby the Biblical name meaning "place ofpeace" And when those kneeling menreleased their thunderous volley as prel-ude to the massive slaughter the dayjust beginning was Sunday April 6,1862.

To understand the battle — if "under-standing" can ever apply to such a con-fusing series of events — one must real-ize that both armies there were made upof almost totally inexperienced, andeven untrained men. Many soldiers hadnever fired a rifle before — in fact somehad just been issued their weapons.There were a few officers on each sidewho had fought in battle before —but butmany who had not. And the veteranleaders were most often men who hadled small groups in the Mexican war andhad little knowledge of how to fightsuch a large battle as this would become.So they would all have to learn together,from each other, and the price of the les-son would be thousands of dead anddying.

The war was starting into its secondyear and the situation in the Yost hadsuddenly become critical. Up until thistime there had been a number of smallactions, but nothing to equal what wasabout to occur After some preliminarysparring, it looked as if Missouri wouldbe held mainly by the Union, while Ken-tucky and Tennessee would remain con-tested ground. In this wild, rough coun-try routes for transporting men and ma-terial were key to control. And thatmeant the rivers, especially the Missis-sippi and the 'Tennessee which mainlyran north-south, and the railroads, themost important of which was the Mem-phis & Charleston, running east-westand serving as the "vertebral column" ofthe Confederacy Realizing the impor-tance of the rivers, the South had estab-lished strong forts along the Mississippi(at Vicksburg and Island Number 10),the Tennessee (at Fort Henry) and theCumberland (at Fort Donelson). Itlooked like a long-term stalemate.

And then General Ulysses S. Grant hadthrown all the pieces up into the air byrather suddenly (to the surprise of histheater commander General Henry Hal-leck) capturing both Fort Henry and FortDonelson.

Southern strategists were shocked.With the north-south river routes openfor Union gunboats to run up and downat will, both Kentucky and Tennesseewere now apparently incapable of beingdefended. Perhaps more important, thevery spinal column of the Rebel statewas in danger of being severed. Theeast-west Memphis & Charleston Rail-road ran roughly parallel to the southernborder of Tennessee Rivet It passedthrough Corinth, and not far from theMississippi. Here it intersected the keynorth-south Mobile & Ohio Railroad.Southern leaders were horrified to seethat the North could run its army pro-tected by gunboats, up the river towithin a few miles of Corinth. Fromthere, a short overland march would letit cut the main east-west communica-tions of the Confederacy Somethingwould have to be done — and done fast.

The first thing was to combine the scat-tered remnants of Rebel forces in theVl st. Ward went out to General AlbertSidney Johnston, General PT. Beaure-gard, Maj. Gen. Leonidas Polk—tonearly everyone except the defendersleft at Island Number 10— to marchimmediately for Corinth. Precious newweapons just arrived through the block-ade were hurriedly sent west. And theaccompanying message was desperate— stop the Northern forces before theyreach Corinth.

And so thousands of men and weap-ons and many of the most highly valuedSouthern leaders were converging onCorinth, fully aware that they must soonrecover in one great battle all that hadbeen lost when Forts Henry and Done]-son had fallen.

The North too realized how crucial theoperations of the next few weeks hadbecome. Grant's army of six divisionswas sent up the Tennessee River with es-corting gunboats to select a base ofoperations near Corinth. Then Maj. Gen.Don Carlos Buell was ordered to marchhis army, operating on the Cumberlandaround Nashville, overland to join withGrant on the Tennessee. Grant let Sher-man pick the point of conjunction, andhe chose Pittsburg Landing. Now it wasto be a race to see who would collect hisscattered armies first — to use against anenemy only partially ready

General Albert Sidney Johnston hadmanaged to get most of his men therefirst. Grant waited at Pittsburg forBuell's army to join him. The heavy rainshad made the Tennessee country —rough and hilly cut ravines, crossed byswollen rivers — a miserable area tomove troops through. And military engi-neering this early in the war had not de-veloped very far; Buell's men had beenheld up for nearly a week by one un-bridged river they finally waded across.

Johnston was aware Buell was on theway and determined to attack before hecould join Grant. Without Buell the Con-federates would be at least equal in size

46 47

Page 30: Shiloh Grant's Trail in the West

Grant's army (both with about45,000men). If Buell ever got there with hismen, the Union forces would have anoverwhelming advantage in numbers.Johnston had made the right decision.The question was, could he carry it outM time?

T

he Union troops werenot the onlyones to behave like rank ama-teurs. Johnston's troops managed

to get so fouled up in their approachmarch that the whole operation had tobe postponed. Maj. Gen. WilliamH 's troops, who were to attack inthe first wave, could not get in positionto attack on April 4 as originally sched-Wed. They finally got up and ready onthe 5th. But the supporting troopswdn't get up in time and Hardee'smen stood most of the day waiting forthem. When they began to arrive it wastoo late in the day to start the attack. Soanother precious day was lost — andBrig. fl. William Nelson's troops,Buell's leading division, was reportedclosing fast on PittsburgLanding andcould arrive the next day The Southernmargin for victory was rapidlydecreasing.

In fact, after the all-day delay whileHardee's men were already inposition,Beauregard (whom Johnston had madesecond-in-command and his main ad-viser) argued that the attack should becalled off because there was no longer achance for the complete surprise theyhad counted on. But Johnston was de-termined to attack. So the troops wereput in their assigned positions well be-fore daylight.

The Union troops had thus been givenample warning signs of an impendingattack — but it came as a complete sur-prise an ay. For despite the fact thatboth armies had about 80 percent inex-perienced troops who couldn't seem todo anything quietly and were perpetu-ally firing off their weapons just to"make sure they're still working," theNorthern commanders refused to con-sider the possibility of an attack on theircamps. And worse, there had been abso-lutely no preparations for defense: nodigging-in, no building of even tem-

porary fortifications. And the artillerywas not even where it couldprovide defensive fires.

Finally, patrol activity had been notonly remarkably limited but, in somecases, actually forbidden. Sa the oddsswung back to the Confederates. Per-haps they could catch the Union armystill in bed asleep and Mn such a victorythat all previous Northern accomplish-ments would pale in comparison.

That was the case — until ColonelEverett Peabody had decided to ignoreinstructions from his commanders andfollow his own judgement. It was luckyfor the North that he did.

Sa now when the Confederates linedup and began to close in on the Unioncamps in the pre-dawn dark, they raninto Major Powell's little force of five in-fantry companies. Soon the rattle of themusketry was heard by the sleepy-eyedUnion soldiers getting ready to face an-other dull day in camp. Messengerscame back with word of what was hap-pening — and soon the wounded beganto flow back from Powell's force.

Even now the warnings were not givenmuch attention by all the commanders.Vlbrried they might be observed "over-reacting," they were still trying to playthe role of steely-nerved veterans.

Not Colonel Peabody. He got all hisavailable men into formation andmarched them out where they couldmake a stand while other units were stillforming.

General Prentiss, angry his instruc-tions hadn't been followed, and still notrealizing the terrible danger the armywas in, came riding up and harshly re-buked Peabody for "bringing on an ac-tion" without authority to do Thegeneral said he would hold Peabody"responsible." Peabody told him he al-ways took responsibility for his own ac-tions and turned away in disgust to pre-pare his men for their coming trial.

Major Powell's men had been havingquite a time in a continuing firelightwith skirmishers sent out to screen themain attack formations of the Confeder-ates. It had started around five o'clock.The men from the five companies hadheld their own but could not get farenough forward to see the thousands ofmen forming behind the screen of skir-mishers — some a mere quarter-mileaway. Finally Powell seeing the enemyskirmishers being reinforced and cavalryworking around his flanks, decided hehad enough evidence and it was time topull back.

On his way back tocamp, Powell metColonel David Moore with part of the21st Missouri sent out as reinforcements.The colonel insisted Major Powell andhis wounded men join the new group,and together they went toward to form-ing Confederates. Meanwhile, a lieuten-ant sent back to report what was hap-pening had convinced a still reluctantGeneral Prentiss to dispatch LieutenantColonel Vlbodyardwith another groupof reinforcements. It was nearly 7:00 a.m.when this third group reached theothers.

While moving forward, the combinedforces were struck suddenly by a withering fire. Several men and officers wentdown. Powell thought it was time to pullhis men out. The first group of reinforce-ments also withdrew and headed backto camp. But odya's men stoppedon a rise and continued firing.

It was now 7:15 a.m. and all indicationswere that something big was about tohappen — though no one had yet seenany large Confederate units.

nd then — them they were!Cal. R.G. Shaver's Confederate bri-gade came marching steadily

across the open field to their front. A fewFederal rifles fired — and proved inex-perience was not confined to the Unionranks. These few shots threw the brigadeof Confederates into such disorder ittook several minutes to straighten themout. But then they came on again, andthis time even Colonel 1hi3odyard de-cided it was time to get out.

Only these actions hadaverted a complete surprise. For twohours now the sound of firing had beenheard in the camps. While there hadbeen na immediate formation of allavailable troops,Colonel Peabody, asnoted previously had readied his bri-gade for action.

Peabody, moving his brigade forward,first met Major Powell and his retreatingmen. He kept on and found LieutenantColonel'Abodyard's men retreating to-ward Forming a quarter-mile-wideFiring line with this combined Pea-body waited on a swell of ground with aravine in front of him. Then over theridge, less than a hundred yards away,came the crowded ranks of Shaver'smen.

The Union force, though outnum-bered, fired rapidly and forced the at-tacking ranks to stop for a stand-up fire-fight. Back and forth the volleys weretraded. Then two regiments ofbrigade, on Shaver's left, appeared —but formed that Peabody's men couldfire into their flank. The two Confederateregiments, also containing many new re-cruits, fled wildly at the Union volley.This flight infected the regiment on theleft of Shaver's brigade, and their eighthundred men were soon pounding tothe rear. Again it took several minutesbefore the officers were able to restoresome kind of order It was thus about8:15 a.m. when this section of the Con-federate line was given the order to fixbayonets and charge. This time theyswarmed in on both flanks of Peabody'slone brigade and swept it from the field.Peabody had finally been conquered —but it was 8:30 a.m. and precious timehad been saved for other units to form.

Somewhat to the east of Peabody'smen, Prentiss had finally got ColonelMadison Miller's brigade formed. Theywaited, augmented by Peabody's 16thWisconsin, whose camp had been too faraway for them to march out with theirawn brigade. Two batteries of artilleryadded needed strength to the line.

48 49

Page 31: Shiloh Grant's Trail in the West

The Confederate attack wasn't long incoming. Brig. Gen. A.H. Gladden's andBrig. Gen. J. Chalmers' brigades wereadvancing some distance east ofShaver's. Getting tangled up in a left-wheel movement, Gladden's regimentswere struck by volleys from the solidUnion formation. This stopped the at-tack and a firelight ensued. Prentiss hadto keep moving regiments rearward tokeep a semblance of a defensive line.The attack was being contained — butthe overwhelming numbers of Confed-erates were threatening at any momentto break through and around this three-thousand-man impediment in their path.

Meanwhile, Peabody's line had col-lapsed and men were retreating throughtheir camps, some still putting up resis-tance, some merely drifting rearward onthe road to Pittsburg Landing. Peabodyhimself, already wounded four times,was desperately trying to hold the rem-nants of his men together. He rodethrough the camp looking for GeneralPrentiss. Before he could find him a fifthshot struck him in the head — finallykilling the man who, more than anyother officer, had kept the Union forcesfrom being surprised in their beds.

With Peabody's line gone on the rightand a whole Confederate brigade(Chalmers) coming up on the left flank,Prentiss' Second Brigade began to breakup as well. Within minutes, pieces ofregiments were rushing back throughtheir own camps, with only a few menkeeping any kind of regimentalorganization.

it was now 9:00 a.m. Prentiss' divisionno longer existed as a coherent force.Amateurish mistakes had placed it in ahopeless position and made its destruc-tion nearly certain. One entire regiment,newly arrived, had been marched out toform in battle line and wait — withempty guns. No one had thoug)t to is-sue them ammunition first.

Yet the division's short but desperatefight, flawed as it was, had given sub-stance to Peabody's courageous personalinitiative. The Union army now had achance to survive the hours of hardfighting that lay ahead.

A

look at the overall dispositions ofboth armies further confirmsthe amateurish nature of the

commands. The Confederates were com-ing in three waves: the first under Gen-eral Hardee, the second under Maj. Gen.Braxton Bragg, the third under GeneralPolk A small reserve was kept underBrig. Gen. John C. Breckinridge. How-ever, rather than having each com-mander responsible for a segment of thebattlefield so he could keep some controlover his units, each wave covered nearlythe entire front. Thus it was almost im-possible for any commander to exertcontrol over his own troops during thebattle. In fact, this soon became so obvi-ous that in the middle for the battle theplan had to be changed and each com-mander was given responsibility for asmall part of the front. This meant thatcommands were hopelessly jumbled andbrigades went in under one leader andthen were shifted to another. Undoubt-edly this jumbled command structurewas at least partly the cause of the Con-federate forces missing so many goldenopportunities during the day

But the Northern troops also werestuck with a colossal stupidity in theirtroop arrangement. The furthest divi-sions from Pittsburg Landing wereSherman's on the right and Prentiss' onthe left. Behind these were Maj. Gen.John McClernand's on the right andBrig. Gen. Stephen Hurlbut's on the left.Brig. Gen. W.H.L. Wallace's division wasclosest to the headquarters and supplypoint at Pittsburg Landing. The sixth di-vision under Maj. Gen. Lew Wallace wasfive miles away at Crump's Landing.Ironically then, the new, green divisionswere the most exposed to enemy attackand would be hit first — while those sol-diers with at least some experiencewould get into the fight only later. Thishelps to explain why two divisions firstattacked had so many regiments com-pletely shattered, with their demoralizedmen spending the rest of the battle cow-ering in fear at Pittsburg Landing.

While General Sherman had no officerwith Peabody's initiative, he did getsome warning of the attack before it hithis camps. Colonel Jesse Apple; an eld-erly novice leading the 53rd Ohio, hadbeen worried sick about what might beabout to happen. He had been hearingfiring for some time. He had earlier sentout a small group of men to investigate.Now they returned with alarming re-ports of heavy firing and felt sure an at-tack was about to hit them. Still Applerwas unsure: he had been insulted bySherman the last time he had tried towarn him. Then a wounded man fromMajor Powell's engagement came backthrough Appler's area shouting that theRebels were coming.

Colonel Appler decided to act. Thedrummer's long roll called out his regi-ment and messengers sped to warnSherman as well as the brigade com-mander. Then the regiment was marchedout to take the position in front of itscamp. Looking up and seeing the ranksof Southern soldiers marching towardthem, Appler quickly led his exposedregiment back through its camp andtook position behind it.

It was now about 7 a.m. and GeneralSherman, thinking perhaps he had betterinvestigate these reports after all, rodeup with members of his staff. WhileSherman was gazing off to his leftthrough his field glass, a group of Con-federate skirmishers suddenly appearedto his right and cut loose with their mus-kets. The volley killed Sherman's orderlyand the group of officers scattered.

Although scoffing at all previouswarnings, Sherman was in a momentconvinced. Shouting to Appler to holdhis position at all hazards, the generaldashed away to get support.

Appler and his men could clearlymake out, as far as they could see, longlines of Confederate troops approaching.Now was the time for heroic stands. Butthis amateur was not the man for it. Helay down behind a log, his face a ghastlywhite — then suddenly jumped up,shouted to his men to retreat and savethemselves, and ran for the rear as hard

as he could. Most of his regiment imme-diately followed and was lost from ac-tion for the rest of the battle.

Sherman had four brigades — but one,Col. David Stuart's, had been postedway over past Prentiss' men to cover thearmy's left flank all the way to the river.Sherman would have to leave him to hisown troubles — which would soon bebad enough. But that left Sherman tocover the right flank with only three bri-gades: Col. J. Hildebrand's, Col. R.PBuckland's, and Col. J.A. McDowell's, inthat order from left to right. These bri-gades were quickly put in formation andmarched out.

Hildebrand, with only two regimentsafterAppler's had fled, soon found him-self busily engaged and his line startingto breakup. Despite all he could do,most of his men were soon on the way tothe rear.

Buckland had a good position behind aravine and did considerable damage tothe Confederates as they tried to cross it.Artillery support backed the Union'sstubborn defense in this spot. Here aspirited fight developed which contin-ued until after 8:30 a.m.

To Buckland's right and serving as theextreme right flank of the army wasGeneral McDowell's brigade. He had tomove one regiment to his left to cover agap between his men and Buckland's,but except for this one regiment, histroops had not been engaged.

Then, as Hildebrand's brigade beganto break up on the division's left, Buck-land and McDowell had to be ordered topull back to keep them from beingflanked. The order was much easier togive than to execute.

First, one of McDowell's regimentalcommanders was so drunk he marchedback only half of his troops. Then a bat-tery of guns was ordered to shift fromthe right flank of the division to the left.It went racing up the Purdy road just asBuckland's troops had withdrawn andwere lined up there. To add to the con-

50 1 51

Page 32: Shiloh Grant's Trail in the West

fusion, a large mob from Hildebrand'sdisintegrating regiments at this momentcame fleeing down the mad in the oppo-site direction. Caught with wildly run-ning horses one way and fleeing soldiersthe othe; Buckland's brigade was amass of absolute confusion. Then withConfederates attacking from its front,large numbers from Buckland's brigadewere carried along in the wild retreat.

But Sherman, now that he was in afight, was in it all the way He alreadyhad had one horse shot from under himand had been shot in the hand himself.But he was cool and decisive. Hestopped the charging battery and or-dered it into position right where it was.But as it began to obey the order, its bat-tery commander was shot and the entirebattery fled in panic the fiveguns unattended. As Sherman struggledto regain some order his second horsewas shot from under him. Catching aloose artillery horse, he mounted it —and within twenty minutes that one wasshot as well. In a few minutes he had lostmost of his division — Hildebrand's andmost of Buckland's was gone; onlyMcDowell's appeared in any order.

H

em was a chance for the Con-federates to wrap up their vic-tory and recapture control of

the Vll st. Prentiss' division was in theprocess of disintegrating. But the ama-teur spirit was loose in more than onearmy. Many of the Southern soldiers, en-tering the captured Federal camps, wereamazed at the sudden wealth displayedMI around them — food in quantitiesthey had never seen in their own army,fancy uniforms, blankets, tents loadedwith treasures such as some of the menhad never seen. Little wonder; then, thatmany of the Rebels were soon leavingtheir formations to roam about thecamps in search of plunder. goodfortune of the Southern army seemed tobe breaking up Confederate units asbadly as fear and panic was destroyingUnion formations.

It is difficult to realize that the Uniontroops had been so long engaged in agreat battle without any contact with

their commander—but such was thecase. Maj. Gen. Grant had been stayingat his headquarters in Savannah, aboutten miles down river from PittsburgLanding. Buell's troops were due to ar-rive there soon, and he wanted to be onhand to see that they were transportedquickly upriver to joM his army In fact,one brigade of Nelson's division had al-ready arrived and the rest were dueshortly But the sound of heavy firingfrom the direction of Pittsburg Landinghad disturbed Grant at b kfast. Leav-in woM for Nelson's men to bemarched overland to a spot oppositePittsburgLanding, Grant boarded a boatand headed for the sound of the firing.As he passed Crump's Landing heshouted over to Lew Wallace to readyhis division to march to the battlefieldand wait for an order to start. Then hecontinued upriver and quickly disem-barked at PittsburgLanding. Sendingword to Wallace to start immediately, hewent directly to the front, where he con-ferred with all his field commanders, in-structing them to hold on until Lew Wal-lace appeared to bolster their positionwith his seven thousand fresh troops.

Although Grant never seemed dis-mayed or lacking in confidence of ulti-matevictory, the prospects then musthave looked very grim indeed. His or-ganizations in contact with the enemywere breaking up and a huge mob ofstragglers were surrounding the landingarea — impervious to pleas or com-mands to reform. Grant had been mak-ing amateurish mistakes in his failure toprepare his army for defense now hewas going to have to become very fast inthe true test of battle leadership —restoring a hopeless situation whileunder fire.

Only on the extreme left of the Unionline had there been no debacle. ThereSherman's detached brigade underColonel Stuart was by itself supposed tohold back any attack close to the river.This was an important area — for suc-cess here for the Confederates would letthem go by the shortest route to the

PittsburgLanding area,thereby cuttingoff any Union avenue of escape and as-suring the complete destruction ofGrant's forces.

It is clear the Confederate commanderrealized this — but there is no evidenceM the battle orders that the Confederateright flank action was properly planned.First, there was no strong initial force di-recte towaM this area,and second, thiswas the section where the Rebels

their attack longest.It was only after Prentiss' camps had

been overrun that troops were sent tothe right flank —and it was nearly 11a.m. before Chalmers' brigade got intoposition to attack. As if to prove that lackof professional skill was equally appor-tioned on this battlefield, when the 52ndTennessee were Fired on by a few Unionskirmishers, almost the entire regimentbroke and ran, refusing to reform for thedisgusted Chalmers.

Then it was the Union's turn. Officersof one of Stuart's regiments, in trying toperform a turning movement, soon re-duced their formation to a confused,tangled mass of bodies — which weresoon racing toward the Stuart justmanaged to stop them after two hun-dred yards. Then as Chalmers' troopsdrew closer, another regiment simplytook off running and was not seen againin the course of the day. One regiment,the 54th Ohio, did stand and fight. Butwith the help of well-positioned Confed-erate arilllery, Chalmers finally droveeven this group back. But now, with theway open to strike di rectly for the Land-ing, the Confederate troops lost ahalf-hour before continuing the attack.

Another Confederate brigade, Jack-son's attacking on Chalmers' left.The regiment it would have faced wasthe one that fled before the fighting re-ally started. Only one detached com-pany of skirmishers remained as a fight-ing force — and it did put up a hardfight before all were killed or captured.A small group of the 71st that had notdisappeared with its colonel put up ast rong rear-guard action before it toowas overwhelmed.

But the small actions of little groups ofmen were using up precious minutesand taking some of the steam out of theConfederate attack. And Union rein-forcements were at hand. Brig. JohnMc h's brigade (of W.H.L. Wallace sdivision) had just come up on Stuart'sleft. Confronted with three new regi-ments and some extremely rough ter-rain, the Confederates did little beyondoccasional sniping. So for two hours thedetermination of small parts of a fewregiments had held Grant's left flank —though they threatened to collapse atany moment.

The center of the Union line (wheremost of Prentiss' regiments had disin-tegrated and flowed rearward) washelped by two factors: Hurlbut's divi-sion had earlier been requestedto sendhelp to Sherman, and Col. JamesVeatch's brigade was immediately dis-patched to the army's right. His othertwo brigades were formed and marcheduntil they could see the Confederatescoming behind Prentiss' retreating men.The two brigades were just in the rightplace at the right time. They able tocheck the Confederates after the break-up of Prentiss division, and a new linebegan to build up close to the Hamburg-Purdy mad. Then when Chalmers' andBrig. Gen. John K. Jackson's brigadeswere sent on their long march to attackthe right flank, pressure was suddenlyeased in this central sedo and therewas little time to get a defensive lineHeady.

This line was made up of the two bri-gades from Hurlbut's division on the leftand two newly arrived brigadesW.H.L. Wallace's division on the right.Unfortunately there was a considerablegap between the two forces — but evenhere things fell just right for the Unionarmy A small group of Prentiss' troopshad been salvaged the rout —pmbably less than a regiment in Butthen there appeared the 23rd anew regiment which had just been as-signed to Prentiss but hadn't arriv ed

time for the early morning fighting.Eight hundred strong, this unit morethan doubled his scratch force.

52 53

Page 33: Shiloh Grant's Trail in the West

Prentiss' small reorganized force wasjust enough to close the gap betweenHurlbut on the left and W.H.L. Wallaceon the right. Also, the line was bolsteredin places by a number of artillery batter-ies. Furthermore, a good part of the linewas along a "sunken road" — whichgave some protection to many of themen stationed there. This position wasextremely important to the Union cause— for in spite of desperate fightingagainst many attacks, they were able tohold out here for the rest of the morningand much of the afternoon. The positionwas so `tot" for attacking Confederatesthat it was known ever afterward as the"Hornet's Nest."

So there came a curious suspension ofthe disaster falling on the Federal troops.Almost knocked out, both flanks aboutto cave in, with thousands of demoral-ized soldiers cowering at PittsburgLanding, and with the only reserve (LewWallace's division) off wandering some-where hours away — the Federal "line"nevertheless had somehow stumbledinto a semblance of an army holding adefensive position. It was perhaps partillusion and could crumble at a dozenplaces at any minute —but it was there.

It was there partly because of the com-mand faults of the Confederates men-tioned earlier. A determined, directinghand, mustering its forces to hit the mostpromising spot, could have made all thedifference.

But that hand was not there. Johnston,in overall command, was forward withattacking units. And while he was direct-ing troops in the hottest part of the field,the Union troops received another badlyneeded assist. About 2 in the afternoonJohnston was wounded -- a bullet in theleg that he didn't even notice at first. Butit was a "bleeder" — and before propermedical help could be obtained he hadbled to death. Now the command wouldpass to Beauregard — who had felt solittle confidence in the attack he hadtried to have it called off.

But the battle continued of its ownmomentum. With so much of the Unionarmy out of the fight, the Confederatesnow had overwhelming superiority.And if they just could get some of it di-rected to the right places....

T

he right wing of the army initiallySherman's division, was in a badway. After their attempt to estab-

lish a new line along the Hamburg-Purdy Road had failed, both Shermanand McClernand were pushed steadilybackward, losing much of their artilleryalong the way A half mile further backthey finally were able to establish a line.Here they held from about 10:30 a.m. un-til the middle of the afternoon — thoughwith increasing precariousness.

Now for the early hours of the after-noon it was just hard fighting. Again andagain Confederate troops were hurled atthe Hornet's Nest, only to be stoppedshort of their goal by the massed infan-try and artillery fire. Here the Federalshad not only the protection of the shal-low sunken road and the shelter of thetrees and bushes, but also a clear field offire to their front for hundreds of yards.Bragg, who was urging on the chargeshere, made no attempt at other solutions.It was always the same frontal attack -with the same bloody, unsuccessful end-ing. It was here that the Union troopsbegan to even the score for thehorrendous casualties they had takenall morning.

With so many weak spots to strike, theattention of the Confederate leadersseems to have been hypnotized by thisone Union strong point. In vain did bri-gade and regimental commanders begfor artillery support or an attempt totake the position from the flank. Backthey were sent across the open field toadd to the carpet of bodies being laiddown there.

Eventually a kind of sanity had to pre-vail. All available artillery batteries wereordered to the area. Also infantry attackson the flanks began to erode the Hor-nets' Nest from the two ends. Soon Sher-man and McClernand's men on the rightof the area were being forced back.

McArthur 's brigade, serving as a slimbridge joining the Hornets' Nest toStuart's men on the extreme left flank,began to fall apart and retreated at 1:30p.m. Therefore Hurlbut's troops on theleft end of the Hornets' Nest were forcedto recess their flank. Stuart, now isolatedfar out to the left, could do nothing butsalvage as many men as he could andtake them back to where Grant was be-ginning to set up a final line near theLanding. With still no sign of rein-forcements from either Lew Wallace's orNelson's long overdue divisions, Grantknew he would have to save the armywith what he had.

Now the last act of the Hornets' Nesthad finally begun. Confederate artilleryhad been collected from all parts of thefield placed so its fire could converge onthe strong point. There were 62 cannonshub-to-hub in line. For nearly an hourthey directed a steady storm of shells atthe Stubborn Union position. It was toomuch. The Union artillery not alreadydestroyed had to be withdrawn. ThenHurlbut's troops on the left of the linebegan to drift back. On the other flank,Sherman's and McClernand's troops hadalready gone. Yet Prentiss and W.H.L.Wallace decided to stay and fight as longas they could. Then a shot felled Wallaceand his men began to stream to the rear.As a last desperate move Prentiss pulledback both ends of his line. It was finallycircle-the-wagons time. The remainingmen were pushed into a perimeter de-fense.

Still they held out, knowing every min-utes' delay might help save the army Itwas 5:00 ... then 5:30, Finally Prentisssurrendered the remaining men — about2200. It had been a long and costly hold-out. The question was — had it held outlong enough?

The Confederate leaders were con-fident, when the remnants from the Hor-nets' Nest surrendered, that a great vic-tory had been won. All they had to dowas push on little more than a mile andthe Union army would be pushed intothe river. But the troops were exhaustedfrom a day of fighting. Many were stilllooting the camps captured earlier, andothers were merely drifting rearward.

There were an ample number of menstill in their depleted formations —butthey did not have it in them to attackwith the verve they had felt earlier in theday.

And now there were also, strangelyenough, some factors favoring theNorth. The "final line" Grant had beenestablishing, and which was occupied by5:30 or 6:00 p.m., was formed that day Itwas on high ground, with a clear spacebehind it where reinforcements could bequickly rushed from one spot to another.Its right flank was anchored on OwlCreek (where Tilghman Branch acted asanother barrier in front), and its leftflank was resting on the Tennessee River,controlled by Union gunboats, with an-other deeply ravined creek, Dill Branch,across its front.

Grant's artillery chief had collected 52guns to post along the line, most of themon the part of the line running west fromthe Tennessee River. Where the line bentback toward the north there was an es-pecially heavy concentration of guns.And where Dill Branch flowed into theriver, two Union gunboats sat with theirhuge 8-inch guns and hundreds of shellsto pour out on any target. Finally therewas now ample infantry to support theguns. All retreating regiments had beenfunneled into this one area, and al-though there were from seven to tenthousand stragglers clustered near theriver, there were far more who hadstayed in the battle lines, still processingtheir weapons, ample ammunition, anddetermination to fight.

Cracking this "last ditch" defense thatGrant had arranged would be no cinch.And given the excellent fields of fire andthe nearly impassable terrain the Con-federates must cross to get to the line,there actually was little chance the ex-hausted Rebel troops could overcome itin the short time before nightfall.

Nevertheless, it had to be tried. Chalm-ers' and Jackson's brigades were sent inon the leg extending west from the river

55

Page 34: Shiloh Grant's Trail in the West

Neither came even close. The artilleryalone could do most of the killing, andthe infantry nowhere was seriously chal-lenged. Around to the north flank thestory was the same. The Rebels wereclearly too much fought out to crack thatline. It would have to wait till morning.

w

hat the Rebels didn't knowwas that the fate of the nextdaYs battle was also being

decided. On the right flank LewMIlace's 7000 troops were finally filinginto position. Wallace had not been toldclearly which road to take, had taken thelonger one that came out near Sherman'soriginal position, and when informedthat he would have to take the roadalong the river he had been forced tocountermarch a number of miles to getto it. But he had arrived at last, with histroops ready for battle.

And now there was more goad news.Buell's leading division had marcheddown the other side of the river and wasbeing ferried across to bolster the Fed-eral lines further. Most of Buell's otherdivisions would arrive during the night.

General Bragg and others, when mem-ory had erased some of the day's trials,argued about the lost "golden opportu-nity" of that last bit of daylight.Beaure-gard had finally ordered the attackstopped and the troops pulled back sothey could use the Federal camps forbedding do . He said they would fin-ish the job in the morning. DespiteBragg's assertion that the attack shouldhave continued that night, most evi-dence contradicts his assertions. Andother witnesses testified that Bragg him-self at the time, realizing his troops' andhis own exhaustion, was quite happy toaccede to Beauregard's order. Onlymuch later did the "golden opportunity"argument begin to surface.

That night itself was the worst in thememory of many of the soldiers present.The thousands of dead and woundedwere everywhere, and most of them hadto lie where they fell, to die or sufferthrough the long night. To make mattersfar worse, later that night it began to ramheavily. Many a tired soldier merely

stood with his hat pulled low over hiseyes, water pouring over his curs-ing his decision to leave a comfortablehome to come find glory in this god-r-mken, waterlogged, ravine-choppedhellhole of a land.

In the morning Grant ordered all avail-able troops to advance and recapture theFederal camps. With Buell's divisionscrossing the river all night, the situationwas greatly changed. The Union armynow numbered 45,000., the Confederatesonly a little over 30,000. Beginning onthe right flank the Federal line consistedof Lew Wallace's fresh division,Sherman's, McClernand's, Hurlbut's,then (all from Buell's army) Brig. Gen.Alexander Mcd. Mc ok's, Brig. Gen.T.L. Crittenden's, and Brig. Gm. WilliamNelson's.

The attack went well at first, almost theentire Confederate line having with-drawn some distance the previous night.But, disorganized as they were, theRebel's managed to stabilize their lineabout 8 a.m. From then on it was steadymeat-grinder warfare. Charges andcountercharges were called for and duti-fully each one adding scoresor hundreds to the casualty lists, butwith little other effect except the gradualwithdrawal of the Confederate fames.Before long the Union troops were backin the same old Hornets' Nest area. Stillcharge and countercharge continued.Slowly the route of the battle of the pre-vious day was repeated in reverse. Noonfound the Confederates back at theHamburg-Purdy mad. By 2:30 p.m.Beauregard had faced the reality of thesituation. There was no chance for aSouthern victory. He might as well cuthis losses and run.

There was no rout. A rear pa stayedM place near Shiloh Church until afterfour. Later when Sherman's troops at-tempted a pursuit, their advance ele-ments were dealt a hard blow by some ofMorgan's Kentucky cavalry So finallythe exhausted Confederate army was al-lowed drag itself back to where it hadstarted, at Corinth.

nd so the amateur armies hadmarched onto the boardof his-tory and collided. The few expe-

rienced officers, the political hacks, themany novices, the competent and the in-competent, the courageous and the cow-ardly and the thousands of raw recruitshad all come to find glory on the field ofbaffle. What most of them had foundwas something far different from whatthey had expected — and it had little todo with glory

Some, like Colonel Jesse Apples couldonly run firm the madness and cowerunder the bank at Pittsburg Landing. Hewould be sent home. Major Powell mayhave felt some satisfaction that his life'sstubborn competence had made a differ-ence in the outcome of history W can'tbe sure, for Major Powell was killedsame time during the first day WhetherColonel Peabody amateur only in thathe trusted his own judgement over thatof fools wearing generals stars, waspraising God or cursing General Prentisswhen he fell from his horse in the com-pany street after his fifth wound we like-wise can never know — for his fifthwound was finaL

We do know that General Prentiss be-come something of a hero after he hadmade his report of the battle. He hasmuch to say about his own actions —but absolutely nothing about his subor-dinate Colonel Peabody's. One mightdeduce from this that, since history mustcome from live sources, it is of con-siderable advantage to one's militaryreputation to emerge from a battle alive(though captured) than heroically dead.But perhaps Colonel Appler was think-ing along those lines when he headed forPittsburgLanding.

We do know that many of these bum-bling, bungling leaders would even-tually become very professional at thegame they had chosen to play — no mat-ter how amateurish their start. Grant, forexample, would command all the Unionarmies and serve two terms as President.But many of the 10,000 Confederate and13,000 Union casualties would retaintheir amateur standing in perpetuity —battle often tending to shorten drasti-cally the learning career for some. n

BIBLIOGRAPHY

Bruce Catton. GRANT MOVES SOUTH.Little, Brown and Company Boston,1960.

Bruce Catton. THIS HALLOWEDGROUND: The Story of the Union Side ofthe Civil War. Doubleday & Company,Inc., Garden City, New York, 1956.

James Marshall-Cornwall. GRANT ASMILITARY COMMANDER. B.T. Bats-ford Ltd., Van Nostrand Reinhold Com-pany New 1970.

James Lee McDonough. SI MOH —INHELL BEFORE NIGHT. The Universityof Tennessee 1977.

Wiley Sword. SHILOH: BLOODYAPRIL. William Morrow & CompanyNew York, 1974.

5756

Page 35: Shiloh Grant's Trail in the West

CREDITSGame Design

Chuck Kroegel

Game ProgrammingDavid Landrey & Brian Hermundstad

Game DevelopmentChuck Kroegel, David Landrey

& Joel Billings

RulesVictor Penman

Title PageTom Wahl

Computer GraphicsKeith Brors and Chuck Kroegel

Customized Disk Operating System (Apple version)Roland Gustafsson

P]aytestersJeff Johnson, James Kucera, Dick Vohlers,

Victor Penman, George MacDonald,& Cyrus Harris

Art & Graphic DesignLouis Hsu Saekow, Cynthia Lee Weems,

Meg Pelta & Ben Willemsen

TypesettingAlga Type and Louis Saekow

PrintingA&a Printers and Lithographers

IBM VersionEd Haar

ACTION COST

Fire and Melee CombatInfantry and Cavalry +3Artillery +8

Enter clear terrain/peach orchard +1

Enter light woods +1Enter heavy woods +2Enter swamp +1Enter ravine +2Enter ford/stream/bridge +1Enter road-to-road square +0 or +1

(randomlydependent on

efficiency)Fortify +15Per l operation point +6

of double-time

The attacker's modified strength is divided bythe defender's modified strength to determinethe odds which govern the losses and retreatsfrom melee. The odds of 2 to I are consideredthe break-even point The defender or attacker(not both) may retreat according to the chartbelow. The defender is checked first and thenthe attacker (provided the defender does notretreat).

% CHANCE 55 CHANCEATTACKER I>E1'NnEB

ODDS RETREAT RETREAT

<0.3 60 100.3 to 0.49 50 200.5 to 0.99 40 301.0 to 1.99 30 402.0 to 2.99 20 503.0 to 3.99 0 604.0 to 4.99 0 705+ 0 80

ACTION COST

Unit moved onto by routing unit —8Leader killed in unit —5Unit stacked with unit that routs —15Unit retreats —3Unit causes retreat +2Per casualties of 5 men —1'

* A unit with more than 600 men suffers pro-portionately less efficiency loss. A unit with900 men would lose67% less and a unit with1200 men would lose 5096 less efficiency.

Generally speaking, the higher the morale andcommand control a unit has, the greater itschances to rally. See chart below for examplesof percentages to rally. (NOTE: A unit whichbegins the game with an EFFICIENCY of lessthan 40 will never rally.)

COMMANDCONTROL 31

MO RAi. E40 60 60

.5 42% 47% 59% 71%

.6 43% 48% 60% 72%

.7 4496 49% 61% 7396

.8 45% 5046 6296 7496

.9 46% 51% 63% 75%1.0 479 5296 64% 76%1.1 48% 5396 6596 77961.2 4996 54% 6696 78%1.3 5096 5546 6796 79961.4 51% 5696 6896 80961.5 52% 5796 69% 81%

58

Page 36: Shiloh Grant's Trail in the West

0 1 2 3 4 5 6 7 8 9 [ 1 8 11 12 13 1 4 15 16 17 18 19 20 2! 22 23 24 25 26 27 28 29

9 10 116 7 15

6 A nkALi-to)ir

GRAFT'S TRIAL IN THE WEST

MROADS

BRIDGE

nUNION

1000 mints

UNION3000 mintsEN •

8

la

CONFEDERATE1000 points 12

CONFEDERATE3000 points

Lighter areas of agiven terrain indicateElevation 1.

Darker areas indicateElevation 2.

0

t woods)

13

14

15

16

17

10

19

20

21

22

23

24

25

26

27

28

29

t' 1987 by Strategic Simulations, Inc.All rights reserved 0

2

4

5

6

7

RIVER

CREEK

El STREAM

FORD

0 RAVINE

SLOPE (with ligh

SLOPE (clear)

CLEAR

LIGHT WOODS

0 HEAVY WOODS

SWAMP

Page 37: Shiloh Grant's Trail in the West

TARGET LOCATION FIRE MOD. MELEE MOD.

Clear 1.00 1.00Heavy Woods 0.40 0.40Light Woods 0.70 0.70Woods/Church 0.70 0.70Peach Orchard 0.70 0.70Ravine 0.70 1.30Stream 0,80 0.80Swamp 0.80 0.80Ford/Bridge 1.00 1.00Higher Elevation 0.70 0.70Sunken Road 0.50 i 0.70

FIRING UNIT'S LOCATION FIRE MoD. MELEE MOD.

Stream 1.00 0.70Ford/Bridge 1.00 0.90Ravine 1.00 0.60Artillery in Woods 0.70 1.00All Others 1.00 1.00

SPECIAL CONDITIONS FIRE MOD. MELEE MOD.

Target unit is flanked 1.50' I.5c)***Firing unit is disrupted 0.50** 0.50Firing unit is routed 0.50 050Firing unit out of ammo 0.30" * 0.70

MODES FIRE MOD. MELEE MOD .

Normal 1.00 1.00Column 0.30 0.30Mounted 0.85 2.00Routed 0.50" 0.50"Unlimbered 1.00 1.00Limbered 0.20" 0.50"Dismounted 0.75 1.00

During Final Defensive Fire, the modiferis 0.5 for the flanked unit firing.

May only fireduring Final Defensive Fireand with these modifiers.

*" The flanked defender in Melee and FinalDefensive Fire has a modifier of 0.50.The flanker has a modifer of 1.50.

*** May only defend in Melee and with thismodifier.

The Fire and Melee strength modifiers wouldsupport the following examples:

1. A target unit in woods on higher elevationthan the firing unit would result in modifier of0.49 (0.7x0.7) in the Fire Phases and the MeleePhases.

2. A target unit flanked by a firing unit in clearterrain would give the firing unit a 1.5 modifier

in the Fire and Melee Phases. In the FirePhases, the flanked unit would fire with a 1.0modifier (if it had a target) but would meleewith a 0.5 modifier.

3. An artillery unit in woods firing at a unit inwoods would receive a 0.49 (0.7x0.7) modifier.

Leader Bonus: Direct Modifier. A leaderwith bonus of 20 would multiply casualtiesinflicted by the unit it is with by 1.2.

Target Density: For fire combat, 1% morecasualties per 50 men when more than 1000men are in the target square. 1% less casualtieswhen less than 1000 men. Maximum modifierof 1.4.

Density of Firing Unit's Square (Non-artil-lery): If over 1000 men are firing from thesquare, a modifier of 1% per 50 men over thisnumber is subtracted from the firing strength(1200 men = .96 modifier). During melee, thismodifier is 1% per 100 extra men for an attack-ing unit (1200 men = 98 modifier).

Fortification Level: The firing unit is penal-ized by 10% per level that the target is fortified.A fortification level of 5 would give a modifierof 0.5.

Efficiency- Semi-Direct Modifier. For everytwo points a unit's efficiency is below 100, itsstrength is reduced by 1%. Example: A unitwith 600 men and an efficiency of 60 wouldhave a strength equal to 600 X .80 or 480 men.

Fatigue: Semi-Direct Modifier. Strength isreduced by 196 for every 2 points of fatigue.Fatigue of 20 would give a modifier of .90.Example: A unit with 1000 men and 20 fatiguewould have an effective strength of 1000 X .9or 900.

Command Control: Direct Modifier. Aunit's strength is multiplied by its commandcontrol. Example: A unit with 750 men and acommand control of l.3 would haves effectivestrength of 975.

Artillerymen: Each gun requires 16 artillery-men to fully support it When artillery fires,it receives a modifier proportionate to thenumber of men it has to man its guns. A Unionartillery unit with six guns would need 96 mento function fully. If it lost 19 men (20%), theunit's strength would be multiplied 0.8 todetermine its effective strength (it would be at80% of full strength).

Random Modifier. 1.0 to I.2 modified bythe level of play.

Unit Outmaneuvered: Firing Unit's strengthis cut in half for that attack.

Successful Attack: Firing Unit's strength isincreased by 50% for that attack.

Maximum and Minimum Modifiers: Allmodifiers are cumulative with a maximum of2.0 and a minimum of 0.2.

All modifiers are cumulative as shown inthe example below:

A unit firing under the conditions belowwould receive the indicated modifiers (allmodifiers are multiplied together).

TERRAIN/AC IONINF. MID. LIMB. UNLIM8.

Dis. CAV CAV. ART. ART

Clear/Peach 2(.3) 1(2) 2(3) POrchard

Light Woods 3(4) 2(3) 3(4) P

Heavy Woods 4(6) 4(6) 7(9) P

Swamp 6(8) 6(8) P P

Ravine 3(4) 7(9) 7(9) P

Ford 3(5) 1(2) 5(7) P

Bridge 1(5) 1(5) i(5) P

Roads (I] 1 1 i P

Stream 4(6) 1( 2) 5(7) P

SPECIAL ACTIONS[NF. MTD. LIMB, UNLFMS.

015. CAV. CAV. ART. ART.Enter higher +1 +1 +2 P

elevation

Change mode 2 2 N/A 2to column,mounted, orli mbered 143

Change mode 4 4 4 N/Ato normal,dismounted, orunlimbered [3] [51

Enter or leave +2 +1 +3 Penemy 2C]C

Move from +5 +3 +7 Penemy 70€ toenemy 2CC: [21

Fortify 8 8 P 8Reorganize 2 NIA N/A N/A

Melee (attacker) 2 2 P P

Melee (defender) 2 2 2 2

Fire in fire phase 2 2 P 4

- Firer has 2000 men in square = 0.80- Target in light woods = 0.710- Target has 3000 men in square = 1.40- Firer in column mode = 0.30-- Firer has 75 efficiency = 0.87- Firer has 15 fatigue = 0.93

Firer has Leader bonus of 15 = 1.15- Firer has command control of 1.3 = 1.30

Random modifier is 1.3 = 1.30

TOTAL 0.28

A unit above with 2000 men would fire with astrength of 560. (With rifles at range one, itwould kill 22 to 26 men.)

Numbers in parentheses refer to diagonalmoves - directions 2,4,6, and 8 (1, 3, 7,9 onthe IBM key pad). For the i3ASIC game, pleaseignore the numbers and letters printed inblue.20C stands for zone of control, which isawargaming term for the squares next to a unitP = Prohibited and N/A = Not Applicable.

Notes:- Gunboats pay 1 OP per square.- Unit 107 (TENN ARM artillery unit with

S24 guns) pays triple movement costs(including elevation).

- Coolunin or mounted mode road-to-roadmovement costs I operations point (2operations points to enter a road in aravine).

- Operations points to enter Sunken Road innormal or dismounted state are doubled.

- OP costs are doubled during the nightturns.

- Retreats and Advances have no OP cost.

[l1 Infantry units must he deTnihrigades (Aand H reorganized) to receive road move-rnenc benefits,

[2] In orderto be able to move enemy 2OC to20C, a unit must be moving into afriendly occupied square.

(3] Artillery units cannot change mode in aravine square.

[41 Units in woods pay 3 OPs to change intothese formations. Units pay 2 extra OPs ifin an enemy ZOC.

[51 Units in woods pay 6 OPs t.o change intothese formations. Units pay 2 extra OPs ifin an enemy ZOC.