Copyright © 2016, Decision Games and Decision Games
Fredericksburg is a tactical level simulation of the battle between Ambrose E. Burnside's Army of the Potomac and Robert E. Lee's Army of Northern Virginia. During the bloody battle 114,873 Union soldiers took the field and were hurled against 73,867 well-fortified Confederates. The result was predictable: an easy victory for the Confederacy.
On the Initial Deployment and Reinforcement Charts, an "a" following the unit's strength means the unit is artillery; a "c" means cavalry; all other unspecified units are infantry.
Hex |
Strength /Type |
Designation |
---|---|---|
1703 | 6 | 1/1/1 |
1802 | 5 | 2/1/1 |
1703 | 5 | 3/1/1 |
1802 | 6 | 4/1/1 |
1601 | 5 | 1/2/1 |
1702 | 4 | 2/2/1 |
1702 | 5 | 3/2/1 |
1601 | 12 | 3/1 |
0810 | 15 | 1/11 |
0712 | 6 | 1/2/11 |
0811 | 3 | 2/2/11 |
0612 | 4 | 3/2/11 |
0910 | 6 | 1/3/11 |
0810 | 2 | 2/3/11 |
0910 | 3 | 3/3/11 |
1104 | 4 | 1/1/111 |
1203 | 4 | 2/1/111 |
1203 | 4 | 3/1/111 |
1204 | 4 | 1/2/111 |
1204 | 4 | 2/2/111 |
1104 | 4 | 3/2/111 |
0310 | 6 | 1/3/111 |
0310 | 2 | 2/3/111 |
0908 | 7 | 1/1/V |
0908 | 8 | 2/1/V |
0808 | 8 | 3/1/V |
0206 | 13 | 3/V |
1507 | 7 | 1/1/Vi |
1407 | 7 | 2/1/Vi |
1507 | 5 | 3/1/Vi |
1704 | 7 | 1/2/Vi |
1605 | 8 | 2/2/Vi |
1705 | 7 | 3/2/Vi |
1406 | 8 | 1/3/V1 |
1405 | 7 | 2/3/Vi |
1405 | 7 | 3/3/Vi |
1307 | 4 | 1/1/Ix |
1308 | 4 | 2/1/Ix |
1208 | 3 | 3/1/Ix |
1009 | 8 | 1/2/Ix |
1009 | 6 | 2/2/Ix |
1109 | 4 | 1/3/Ix |
1109 | 4 | 2/3/Ix |
1603 | 6c | 1/C/L |
1603 | 3a | LGd |
0807 | 5c | 1/C/C |
0309 | 4c | 1/C/R |
0309 | 4c | 2/C/R |
0216 | 4a | R |
0411 | 4a | RC |
1005 | 4a | LC |
1301 | 4a | L |
0511 | 2a | RGd |
1205 | 1a | 111 |
0808 | 2a | V |
Hex |
Strength /Type |
Designation |
---|---|---|
1113 | 10 | Ransom |
0519 | 5 | Wilcox |
0818 | 3 | Wright |
0917 | 5 | Mahone |
0916 | 3 | Perry |
0914 | 4 | Fthrstn (Featherstone) |
1112 | 6 | Cobb |
1512 | 7 | Kershaw |
1611 | 5 | Brksdl (Barksdale) |
1313 | 4 | Semmes |
1710 | 4 | Armstd (Armstead) |
1810 | 5 | Jenkins |
1911 | 4 | Garnett |
2111 | 4 | Kemper |
2310 | 3 | Corse |
1909 | 4 | Rbrsn (Robertson) |
2008 | 5 | Andersn (Anderson) |
2408 | 4 | Toombs |
2307 | 5 | Law |
2006 | 5 | Pender |
2205 | 4 | Thomas |
2004 | 5 | Lane |
2203 | 5 | Gregg |
2202 | 5 | Archer |
2302 | 4 | Brknbro (Brockenbrough) |
2505 | 13 | Tliafro (Taliaferro) |
2401 | 1a | Walker |
1313 | 1a | Cabell |
1212 | 3a | Pendltn (Pendleton) |
1116 | 2a | 1 |
The Confederate Player is the First Player. His Player-Turn is first in each Game-Turn.
The game consists of eleven Game-Turns. Turns One and Seven are Fog Turns. Game-Turn Six is a Night Turn.
Both Players receive reinforcements according to their Reinforcement Charts. These reinforcements are placed on the edge of the map in the hex indicated on the chart. Reinforcements arrive during the Player's Movement Phase of the Game-Turn indicated, or during the Player's Movement Phase of a future Game-Turn, at the Player's choice. If a reinforcement entry hex is blocked by an Enemy unit, the arriving units may not enter until the route becomes unblocked. Reinforcements may enter into Enemy controlled hexes.
The Owning Player may enter his reinforcements on the map at any point during his Movement Phase.
Once a unit has entered the map, it may move and attack freely, just as any other unit already present.
Each reinforcing unit expends one Movement Point to be placed on the entry hex. Units may exceed the stacking restrictions when entering the map on the same hex, as long as they conform to the stacking restrictions by the end of the Movement Phase.
Strength /Type |
Designation |
---|---|
6 | 1/2/V |
8 | 2/2/V |
5 | 3/2/V |
Strength /Type |
Designation |
---|---|
1a | Pelham |
Strength /Type |
Designation |
---|---|
20 | Early (or the following units): |
7 | Lawton |
4 | Trimble |
5 | Hoke |
4 | Hays |
Strength /Type |
Designation |
---|---|
6 | Rodes |
4 | Doles |
6 | Colquit |
4 | Iverson |
4 | Grimes |
Pontoons are identical in their use to Ferry hexes (see Case 5.24), except for the entry cost (see 9.0).
The "enemy" side of a redoubt hexside is the side which contains the "barbed" redoubt terrain symbol (see the Terrain Key). A defending unit only receives the benefit of the redoubt hexside when attacked exclusively across redoubt hexsides from the enemy side (see the Terrain Effects Chart). Zones of Control do extend across redoubt hexsides. Both Confederate and Union units are eligible to gain the defensive bonus for any redoubt hexside.
These Victory Points are awarded for a variety of actions detailed on the Victory Point Schedule. At the end of Game-Turn Five, each side totals its Victory Points. If the Confederate Player has a total in Victory Points of 3 to 1 or greater than the Union Player (counting Points for elimination of Enemy units only), and if the Union Player does not occupy hex 1113, 1711, or 2401, the Confederate Player automatically wins the game. If, however, these conditions are not met, Players continue the game through Game-Turn Eleven. Points are then totaled for each Player (including those for occupation of terrain and exiting units). The Player with the higher number of Points wins the game. Players may wish to retain eliminated Enemy units and exited Friendly units to double-check their totals at the end of the game. Infantry Divisions are the six combat units with 10 or more strength points.
One Victory Point for every Enemy combat Strength Point eliminated.
Occupation is defined as having a Friendly unit physically on the hex or having been the last to have moved a Friendly unit onto the hex in question.
The occupation definition can be met by moving a Friendly unit through the hex in question.
The Confederate Player is considered to occupy hexes 1113, 1711 and 2401 at the beginning of the game. The Union Player is considered to occupy hexes 0206, 0511 and 1504 at the beginning of the game.
Units exit the map by expending one Movement Point from the map edge hexes they are on.
Units may only exit the map from hexes 0113, 2027 or 2501.
Units may only exit the map during the movement portion of their Turn. Exited units are not considered destroyed. Units forced to retreat off the map are eliminated instead and treated as such for Victory Point considerations.
Once a unit exits the map, it may not return.
The Confederate Player starts the game with four Victory Points as a result of a previous exit.
Game-Turns One and Seven represent Turns when fog was present on the battlefield. To reflect this situation, artillery may not bombard during these Game-Turns and all Movement Allowances are reduced by a half i.e. 8 to 4 and 6 to 3.
Due to ambiguous orders from Army Headquarters, much of the Union Army did not move in the battle of Fredericksburg. In the game, only 15 Union units may move per Turn. This restriction is lifted as soon as the Confederates move a unit into or through Burnside's headquarters (hex 0206), either due to movement, or retreat or advance after combat. Furthermore, all Union artillery and cavalry units on the eastern side of the Rappahannock River are immobile (may not move) until released by a variety of Confederate movements.
All Union cavalry and artillery units are released from immobility as soon as any Union unit exits the map from hexes 2501 or 2027.
All Union cavalry and artillery units are released from immobility as soon as a Confederate unit enters a pontoon bridge or ford hex. This movement can occur at any time during the Confederate Player's Movement Phase or as a result of advance or retreat after combat.
Each individual cavalry and artillery unit can be released from immobility if a Confederate unit comes within three hexes of the immobile unit. This movement, as in the cases above, can result from movement, or advance or retreat due to combat.