CIVIL WAR by Victory Games SEQUENCE OF PLAY 1. Reinforcement Phase 2. Command Phase 3. CSA Commerce Raider Phase 4. Blockade Effects Phase 5. Action Phase 6. Command Point Table Use Phase 7. Rally Phase 8. End Phase (remove Alert Markers) State Values: East ---- Alabama 8 Florida 5 Georgia 11 Mississippi 7 North Carolina 12 South Carolina 6 Tennessee 16 Virginia 16 West ---- Kentucky 14 Missouri 12 West Virginia 10 Trans-Mississippi ----------------- Arkansas 6 Louisiana 9 Texas 3 SUMMARY OF THOSE CONFUSING NAVAL RULES Transports: River (U) Ocean (U) Ironclads: River (C, U) Ocean (U) Raiders (C) NSP's end movment when they -are sunk -perform amphibious landing -perform combined land/naval combat -debark an SP Union Sea Lift Capacity -spend a point for each SP using sea movement -spend a point for each SP using ocean transport Sea Movement (sorta like strategic movement) -FROM a coastal hex or nav. river in MD, DE, NJ, PA TO Union-controlled hex -may not move adjacent to enemy Fort(ress) or NSP Amphibious Movement (sorta like a tactical movement & amphib) -FROM a coastal hex or river hexside TO enemy-controlled hex -after resolving combat vs. forts and ironclads, attack: SP's + ironclads + transports defend: 1 + SP's + City(1) + Fort(1) + Fortress(2) -use normal CRT, but ignore terrain shifts -attacking force may modify die roll by TCR of top ground *and* top naval leader Combined Land/Naval Combat (navy pounding the shore to help the army) -ground & naval units attack in the same hex -must begin adjacent -first NSP's sail & fight naval defenses -then ground units move in -land combat w/ NSP's added in, but not to exceed ground SP's -losses taken in order: -attacking SP's -ironclad -transport -SP's -demoralization only to ground forces Naval Combat (how ships & forts attack one another) -may occur in 3 cases: 1. Forts/Fortresses can attack when an amphibious landing is made against them 2. Forts/Fortresses can attack when NSP's sail adjacent 3. NSP's vs. NSP's (in same hexside) Miscellaneous Notes: -Naval leaders make only 1 leader loss check per pulse. -Control of Port boxes can be gained by control of hexes listed in box CSA Commerce Raids -CSA player rolls 2 dice for each Raider -result is no. of US merchantmen sunk -unless result >= 12, then Raider sunk -Union may spend Naval CP's to simultaneously increase all rolls on a 1-1 basis Summary by Rick Heli