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[12.6] Victory

The player with the most victory points (abbreviated VPs) at the end of the game wins.

[12.61]

Each player receives one VP for each enemy SP eliminated. Any Union units (including reinforcements which did not enter play) which at the end of the game cannot trace a line of up to 10 hexes free from Confederate units (not Confederate ZOC's) to a road which leads to hexes 0101 or 0111 are considered destroyed for victory purposes.

[12.62]

The Union player receives one VP for each of his SP's which exit the map.

[12.63]

The Confederate player receives 10 VPs for each of his SP's which exit the map provided that at the end of the game he can trace a line of connected road hexes free from Union units (not Union ZOC's) from 0101 or 0111 to any road hex on the eastern edge of the map.

[12.64]

The Confederate player receives 10 VPs if the Union supply train fails to exit the map.

[12.65]

Either player receives five VPs for each of the following hexes if his units occupy them at the end of the game or were the last to pass through them: 0822, 1108 or 1115.

[12.66]

The Confederate player receives 20 VPs for each of the following hexes if his units occupy them at the end of the game or were the last to pass through them: 0211, 0502.

[12.67]

The Union player receives 10 VPs if his units occupy at the end of the game or were the last to pass through hex 1920. He receives 20 VPs if his units occupy at the end of the game or were the last to pass through hex 2311.

[12.68]

Hexes 0211, 0502, 0822, 1108 and 1115 begin the game with Union units the last to pass through them. Hexes 1920 and 2311 begin the game with Confederate units the last to pass through them.

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[12.7] Optional Combat Strength

The first edition Chickamauga is rightly noted as one of the most competitive wargames ever produced, but achieves this razor-edge balance at some expense to its historical validity. Chiefly, the Confederate cavalry has been strengthened far beyond its actual numbers, with brigades taking on the strength of divisions.

To correct this, remove the Confederate Forrest. Scott, Harrison and Morgan cavalry brigades. Add the optional Chalmers and Bowen infantry brigades (more properly labeled as Wofford and Bryan on their reverse sides) as Turn Eight reinforcements, appearing at hex 1627 or 1928.