Union Forces Army of the Frontier Blunt's Command Blunt 1 Ldr First Division *Weer 9/8/5 Inf *Cloud 12/10/7 Inf Artillery 3 Artillery *Armed with smoothbores Cavalry Wickersham 11/8/6 Inf Salomon 6/5/3 Cav Herron's Command Herron 1 Ldr (E) Second Division Huston 1 Ldr Clark 4/3/2 Inf Dye 5/4/3 Inf Artillery 1 Artillery Third Division Bertram 3/-/2 Inf Orme 8/6/4 Inf Artillery 2 Artillery Cavalry Harrison 4/3/2 Cav Confederate Forces Army of the Trans-Mississippi First Corps Hindman 1 Ldr First and Second Division Shoup 1 Ldr *Roane 10/8/5 Inf Fagan 10/8/5 Inf *McRae 11/9/6 Inf Artillery 2 Artillery *Armed with smoothbores Third Division Frost 1 Ldr Parsons 14/12/8 Inf *Shaver 8/7/5 Inf Artillery 1 Artillery *Arkansas conscripts Fourth (Cavalry) Division Marmaduke 1 Ldr Shelby E 7/5/4 Cav MacDonald 2/-/- Cav Lane 3/-/2 Cav Artillery 1 Horse Artillery *Armed with shotguns
All Cavalry brigades fire with Confederate cavalry factors.
The following brigades are armed with smoothbores and fire with Confederate cavalry factors: Weer, Cloud, Roane, McRae.
Conscript Troops
Shaver's Brigade had a regiment of Arkansas conscripts which may have been difficult to control on the battlefield due to their reluctance to fight. Therefore, if this brigade is disordered it suffers a -1 on all maneuver die rolls until the disorder is removed.
Confederate Activation
No Confederate unit can leave the ridge until its division is activated. On each Confederate turn one division of the owning player's choice is automatically activated, allowing its units to move freely for the rest of the battle.
Union Command and Control
Note that in addition to his own division Herron may command units in Huston's division. However no Union unit may receive command benefits from both Huston and Herron on the same turn.
Twilight
The 1630 and 1700 turns for both sides are considered to be twilight. Artillery may only fire out to canister range (4") and infantry can only fire if in charge combat. All command radii are reduced to 2" maximum and all maneuver die rolls are made at -1.
Compare victory points at the end of the game. If the Union do not have at least 10 more points than the Confederates or the Confederates 5 more points than the Union then the game is a draw. Otherwise the side with the highest score wins.
Bertram and Orme should be placed in line facing South West centred on, South West of and within 4" of the ford over the Illinois River. One artillery battery (Herron) should be attached to each brigade.
Harrison's Brigade should be placed in march column facing South West centred on, North East of and within 8" of the ford over the Illinois River.
Shelby, Fagan, McRae, Parsons, Shaver, Roane, Lane.
MacDonald's Brigade is placed to the immediate right of Shelby's Brigade.
All brigades are in supported line except Shaver and Parsons who are in line. Cavalry may start mounted or dismounted.
Artillery starts unlimbered and attached to or within 4" of any brigade in its division. Artillery may be up to 16" from the Southern edge.
Leaders start within 2" of any unit under their command.
| 1230 | Clark (B) |
| T | BLUNT, Wickersham, Salomon (A) |
| T +1 | 3 Artillery (Blunt) (A) |
| T +2 | Cloud, Weer (A) |
All Union troops enter in any formation within 6" of the entry point. No brigade can initiate charge combat on the turn of entry unless the target is within 6" of the entry point.
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