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Road to Richmond

Seven Days' Battles
June 26-28, 1862

Exclusive Rules

Copyright © 2007, Decision Games And Decision Games

Contents

[13.0] Introduction

Road to Richmond is a simulation of the engagement between Robert E. Lee's Army of Northern Virginia and George B. McClellan's Army of the Potomac during its change of base to the James River in June and July, 1862. During the Union withdrawal Robert E. Lee proved his strategic genius and generalship in spite of the heavy losses to both sides. Richmond had been threatened by a superior force of Federal troops and now they, not the Confederates, were withdrawing to a defensive position. Soon after the campaign, Lee would move north causing the subsequent Federal withdrawal to Washington.

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[14.0] Initial Deployment Chart

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.

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[14.1] Union Army

Hex Strength
/Type
Designation
1404 2c 1/CR
1107 5 1/2/V
1107 7 2/2/V
1108 2a V
1108 1a 1R
1007 3 3/2/V
1007 3 2/1/V
1007 8 1/3/V
1007 7 3/3/V
1009 7 2/3/V
0908 5 1/1/V
0908 5 3/1/V
0409 8 2/2/VI
0409 8 3/2/VI
0410 1a 2R
0410 8a S
0511 1a 5R
0511 7 1/2/VI
1726 6 1/2/IV

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[14.2] Player Sequence

[14.21]

The Confederate Player is the First Player. His Player-Turn is the first in each Game-Turn.

[14.22]

The game consists of twenty Game-Turns. Turns Five and Thirteen are night Game-Turns.

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[15.0] Reinforcements

General Rule:

Both players receive Reinforcements according to their Reinforcement Charts. These enter on the edge of the map board (or command control zone: see 16.2) in the appropriate hex. The reinforcing units arrive in a column formation of stacks (one stack of two units behind the next stack of two units) during the Player's Movement Phase of the Game-Turn indicated. The Owning Player may determine the exact order of arrival at the point at which he moves the Reinforcements onto the map. He may hold back Reinforcements for a future Game-Turn at his discretion.

Procedure:

The Player should visualize the Reinforcements as a column of stacks of two units entering the map from a chain of hexes off-map (or into the command control zone), so that the first two units brought onto the map each expend one Movement Point entering the reinforcement hex, the next two units expend two Movement Points entering the reinforcement hex, the third two each expend three Movement Points entering the reinforcement hex, etc.

[15.1] When Units May Enter the Map

The Owning Player may enter his Reinforcements on the map at any point during his Movement Phase.

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[15.2] Effects on Movement

[15.12]

Once a unit has entered the map, it may move and attack freely, just as any other unit already present.

[15.22]

Confederate First Game-Turn Reinforcements may move twice the normal Movement Allowance on the First Game-Turn so long as they do not enter Union Zones of Control (first two: twelve movement points; second two: eleven movement points; etc.).

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[15.4] Reinforcement Chart

Reinforcements may enter an Enemy-controlled hex. They may not enter if the entry hex is physically occupied by an Enemy unit. Instead, they are delayed until the hexes are vacant or until the end of the game.

[15.41] Union Army

Appearing on Game-Turn one on hex 1528:
Strength
/Type
Designation
8 2/2/IV
Appearing on Game-Turn two on hex 0410:
Strength
/Type
Designation
7 1/1/VI
7 2/1/VI
7 3/1/VI
1a VI
Appearing on Game-Turn three on hex 0414:
Strength
/Type
Designation
4 2/I/II
6 3/I/II
Appearing on Game-Turn four on hex 0414:
Strength
/Type
Designation
7 3/I/IV
8 2/I/IV
2c 2/CR
Appearing on Game-Turn five on hex 0414:
Strength
/Type
Designation
8 1/1/IV
2a IV
Appearing on Game-Turn eleven on hex 2426:

Train

Appearing on Game-Turn thirteen on hex 0412:
Strength
/Type
Designation
7 1/2/II
9 2/2/II
9 3/2/II
2a II
Appearing on Game-Turn thirteen or hex 0416:
Strength
/Type
Designation
1a 4R
Appearing on Game-Turn thirteen on hex 0418:
Strength
/Type
Designation
8 1/3/III
8 2/3/III
8 3/3/III
2a III
Appearing on Game-Turn thirteen on hex 0419:
Strength
/Type
Designation
9 1/2/III
9 2/2/III
9 3/2/III
Appearing on Game-Turn fourteen on hex 0417:
Strength
/Type
Designation
10 1/1/II
1a 3R

[15.42] Confederate Army

Appearing on Game-Turn one on hex 0103:
Strength
/Type
Designation
4 Rodes
7 GB And (GB Anderson)
8 Garland
5 Colquit (Colquitt)
7 Ripley
4 Kemper
6 RH And (RH Anderson)
8 Pickett
5 Wilcox
7 Pryor
4 Fthrstn (Featherston)
7 Field
8 Gregg
7 JR And (JR Anderson)
8 Branch
4 Archer
7 Pender
1a Jones

Appearing on Game-Turn two on hex 1301 (or 1901 if occupied or in the ZOC of a Union unit.

Strength
/Type
Designation
8 Winder
6 Cnngham (Cunningham)
5 Flkrsn (Fulkerson)
10 Lawton
10 Elzey
7 Trimble
7 Taylor
2 Johnson
7 Hood
5 Law
10c Stuart
Appearing on Game-Turn fifteen on hex 0117:
Strength
/Type
Designation
5 Cobb
3 Toombs
10 Semmes
8 Griffth (Griffith)
5 Kershaw
6 GT And (GT Anderson)
1a Cutts
1a Brown
1a Rchrdsn (Richardson)
1a Nelson
1a SD Lee
Appearing on Game-Turn eighteen on hex 0728, 0328, or 0126:
Strength
/Type
Designation
5 Mahone
6 Wright
7 Armstd (Armistead)

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[16.0] Terrain Features

[16.1] Redoubts

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.

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[16.2] Command Control Zone

The Command Control Zone is the three rows of hexes including 0116 to 0122, 0215 to 0221, and 0316 to 0312 inclusive.

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[16.3] Creeks

Only two of the Rivers on the Mapboard are really 'Creeks', and are considered 'impassable' except at bridges and the ford. These are the Chickahominy River (running from hexsides 0103-0104 to 1827-1728) and the North Branch of White Oak Swamp River (running from hexsides 0122-0123 and 0322-0422 to 0128-0227). All other 'Creeks' are really Streams. These include all of the 'branches' leading off the Chickahominy River. Streams are treated as if they were ford hexsides for Movement and Combat purposes.

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[15.4] Lakes

Lake hexsides are impassable, and Zones of Control do not extend through them. They are treated exactly like Creek hexsides.

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[17.0] Exiting the Map

[17.1] Where Units May Exit the Map

[17.11]

Either Player may exit his units from the map via hexes 0117 and 1528. The units are presumed to move along the roads leading off the map.

[17.12]

No unit may exit the map except at either of the two hexes listed above.

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[17.2] Restrictions on Exiting the Map

[17.21]

No unit may exit from the map in fulfillment of a retreat as a result of combat. If a unit is forced to retreat due to combat, it may not exit the map; it is eliminated instead.

[17.22]

Exiting the map consumes one Movement Point.

[17.23]

A unit may exit from a hex regardless of the number of Enemy or Friendly units which exited from the same hex previously.

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[17.3] Disposition of Exited Units

[17.31]

An exited unit is removed from play and may never return to the game.

[17.32]

Units exited off the map count toward the Owning Player's Victory Point Total according to the Victory Point Schedule (see 21.1). They are not considered eliminated units for Victory Point purposes.

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[18.0] Command Control Zone

[18.1] When Union Units May Enter

Union units may not enter the Command Control Zone until three turns after the Union Player has exited the Union Train unit from hex 1528, or three turns after the Union fourteenth Turn reinforcements are brought on the map board (they could arrive early (see 19.2).

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[18.2] Effects on Zone of Control

Union units exert a Zone of Control into the Command Control Zone as if it were regular terrain and must be attacked if Enemy units become adjacent (see exception: rule 6.6 of the Standard Rules).

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[18.3] Effects of Enemy Units

Union units may attack Confederate units in the Command Control Zone if they are within range (adjacent for infantry, artillery, and/or cavalry; or in bombardment range for Artillery unless the attack violates a Standard Rule).

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[19.0] Early Arrival of Reinforcements

[19.1] Activation

Activation of early reinforcements occurs due to a variety of situations. Any one of the following situations will trigger activation.

1) A Confederate unit exists during some part of its Movement or Combat Phase on a hex on the south side of the Chickahominy River, from 0407 south (south of the Chickahominy and south of the stream bordering hexes 0407, 0308, and 0208).

2) A Confederate unit comes within six hexes (inclusive) of hex 2426 or 1826 during some part of its Movement or Combat Phase.

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[19.2] Schedule of Early Arrival

Turn thirteen Reinforcements may arrive (on the specific hexes indicated on the Reinforcement Chart] The turn after Activation. Turn fourteen Reinforcements may arrive [on the specific hex indicated on the Reinforcement Chart] two turns after Activation. Turn fifteen Reinforcements may arrive [on the specific hex indicated on the Reinforcement Chart] three turns after Activation. And turn eighteen Reinforcements may arrive [on the specific hexes indicated on the Reinforcement Chart] six turns after Activation.

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[20.0] The Union 'Train' Unit

General Rule:

The Union 'train' unit is a symbolic unit representative of the various supply dumps, reserve ammunition trains, cattle herds, and other rear echelon tail organizations which were moved during the Union change of base.

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[20.1] Effect on Combat

[20.11]

The 'train' unit may never attack. If circumstances result in it being adjacent to a Confederate unit that is not on the other side of a purely creek hexside during the Union Player Combat Phase, it must automatically retreat. (In this instance the Confederate unit may not advance into the vacated hex.)

[20.12]

The 'train' unit has a Defense Strength of one Combat Point.

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[20.2] Effect on Stacking

[20.21]

The 'train' unit may not stack with any other unit nor may any other unit stack with the 'train' unit.

[20.22]

No unit may move through the 'train' unit's hex. (This is an exception to the normal rules of Movement.) Nor may the 'train' unit move through other unit's hexes.

[20.23]

The 'train' unit has a normal Movement Allowance of six Movement Points, but it may only move along roads or trails. If, as a result of combat, it would be forced to retreat to some non-road or non-trail hex, it is destroyed.

[20.24]

The 'train' unit may displace and be displaced as a consequence of combat, and it may retreat due to combat.

[20.25]

The 'train' unit has no Zone of Control. Confederate units may move adjacent to it or past it without stopping. Confederate units are not required to attack the 'train' in their Combat Phase.

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[21.0] Victory Conditions

General Rule:

Victory is awarded to the Player who has amassed the greater number of Victory Points at the end of the game. Victory Points are awarded, as play progresses, for the elimination of Enemy Combat Strength Points, and at the end of the game for the exiting of units from the map at specific exit hexes. See the Victory Point Schedule (21.1) for the specific Victory Point Awards.

Procedure:

Each Player keeps track of the Victory Points that he has scored on a separate sheet of paper. These Victory Points are awarded for a variety of actions as detailed on the Victory Point Schedule (21.1). At the end of the game, the number of Points is totaled for each Player, and the Player with the higher number of Points wins. (Players may wish to retain Enemy units eliminated, and Friendly units exited, if applicable, to double-check their computations at the end of the game.)

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[21.1] Victory Point Schedule

[21.11] Points Awarded During Play:

[21.12] Points Awarded At The End Of The Game For Exiting The Map:

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[21.2] Line of Communications

[21.21]

A line of communications is defined as a continuous row of hexes from 0117 to hex 1528 inclusive completely along roads or trails that are connected at junctions of the roads or trails. This path of hexes must be free of Enemy units at the end of the game. Note that it can pass through Enemy Zones of Control so long as it is not physically blocked.

[21.22]

If the Union Train unit was not brought onto the mapboard, any Union unit, excluding Reinforcements that never were brought onto the mapboard, which cannot trace a path ten hexes, at most, to a road or trail which in turn exits the map at hex 1528 or 2426 by the end of the game, is considered destroyed for purposes of Victory Conditions. Again, this path may pass through Enemy controlled hexes, but not Enemy Units.

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